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Patterns Overview

Reusable game development patterns that work the same on both runtimes (MVU and Adaptive): techniques about memory, rendering structure, and game feel rather than program shape.

Each page presents a working recipe for a problem every game developer faces, not an API reference.

Available Patterns

Pattern

What it solves

Pooled Particles

Zero-GC particle effects with pre-allocated arrays and fade-and-compact

Layered Rendering

Compositing multiple render passes: HUDs, minimaps, debug overlays

Where the other patterns went

The patterns that are about program shape live with their runtime, because that is where they differ; each MVU pattern has its adaptive counterpart:

How to read these pages

Each pattern follows the same structure:

  1. What and Why: What the pattern does and when you need it.
  2. Use Cases: Multiple scenarios where this pattern applies.
  3. The Technique: The core idea, with generic code.
  4. When to use: Concrete signals that this pattern applies.

Samples

The samples in the Mibo.Samples repository demonstrate these patterns in complete games (the Platformer3D sample shows particles and layered rendering). Each pattern page links to the relevant sample code.

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