Decision Guide¶
“I need to…” → Use this pattern¶
Need |
Pattern |
|---|---|
Remappable / undoable input |
|
Thousands of identical-looking objects |
|
Decouple systems with events |
|
Spawn many pre-configured objects cheaply |
|
One instance of a manager |
|
Entity with mutually exclusive modes |
|
Entity spanning multiple domains (physics, render, audio) |
|
Buffer or coalesce events across frames |
|
Swap service implementations |
|
Add enemy types without new subclasses |
|
Many ability subclasses with safe, consistent cleanup |
|
Designer-editable behavior without recompile |
|
Frame-rate-independent updates |
|
Self-contained per-entity per-frame logic |
|
Read and write same state in one frame |
|
Cache-friendly bulk data updates |
|
Avoid recomputing unchanged derived values |
|
High-frequency spawn/destroy without allocation cost |
|
Fast proximity / range queries |
Patterns That Map Directly to Built-in Acron Systems¶
These patterns are already implemented in the engine — reach for the built-in before writing your own.
Pattern |
Built-in Acron system |
|---|---|
Observer |
|
State |
|
Game Loop |
|
Command (sequences) |
|
Flyweight |
|
Object Pool (particles) |
|
Service Locator |
|
Double Buffer (rendering) |
Acron renderer (automatic) |