Game Programming Patterns
Most lists of design patterns (including but not limited to the GoF and this site) are written with the noblest of intentions, and contain a lot of insights and interesting solutions. Patterns can provide specific solutions to specific problems, and also a common vocabulary for developers to talk about these problems and solutions.Unfortunately, for the past 18 years I have seen repeatedly (in the game industry and outside) that they tend to be used as shopping lists by developers who can't (or don't have time to) think, design and architect properly. The result of such approach to development, let's call it Pattern Oriented Design, are bloated, overengineered and underperforming systems that are still harder to write, document, test and evolve, than the disorganized messes they replaced.So, nice work, but beware programmers: you must first understand the problem you are trying to solve, before you go shopping for a solution.