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  2. Entity component system - Wikipedia

    en.wikipedia.org/wiki/Entity_component_system

    Entity–component–system (ECS) is a software architectural pattern mostly used in video game development for the representation of game world objects. An ECS comprises entities composed from components of data, with systems which operate on the components.

  3. Immediate mode (computer graphics) - Wikipedia

    en.wikipedia.org/wiki/Immediate_mode_(computer...

    Immediate mode is an API design pattern in computer graphics libraries, in which . the client calls directly cause rendering of graphics objects to the display, or in which; the data to describe rendering primitives is inserted frame by frame directly from the client into a command list (in the case of immediate mode primitive rendering),

  4. Singleton pattern - Wikipedia

    en.wikipedia.org/wiki/Singleton_pattern

    In object-oriented programming, the singleton pattern is a software design pattern that restricts the instantiation of a class to a singular instance. It is one of the well-known "Gang of Four" design patterns , which describe how to solve recurring problems in object-oriented software. [ 1 ]

  5. Software design pattern - Wikipedia

    en.wikipedia.org/wiki/Software_design_pattern

    In software engineering, a software design pattern or design pattern is a general, reusable solution to a commonly occurring problem in many contexts in software design. [1] A design pattern is not a rigid structure that can be transplanted directly into source code. Rather, it is a description or a template for solving a particular type of ...

  6. List of platform-independent GUI libraries - Wikipedia

    en.wikipedia.org/wiki/List_of_platform...

    This is a list of notable library packages implementing a graphical user interface (GUI) platform-independent GUI library (PIGUI). These can be used to develop software that can be ported to multiple computing platforms with no change to its source code.

  7. Design Patterns - Wikipedia

    en.wikipedia.org/wiki/Design_Patterns

    Design Patterns: Elements of Reusable Object-Oriented Software (1994) is a software engineering book describing software design patterns. The book was written by Erich Gamma , Richard Helm , Ralph Johnson , and John Vlissides , with a foreword by Grady Booch .

  8. List of WebGL frameworks - Wikipedia

    en.wikipedia.org/wiki/List_of_WebGL_frameworks

    Native (1.0 and 2.0) Yes glTF, OBJ. More with community components. [1] No MIT License: An open-source WebXR framework for building 3D and VR experiences with HTML and Entity component system ecosystem. Away3D: TypeScript: No Yes Yes Yes Yes Flash transpiled (1.0) No 3ds Max, COLLADA: No Apache License 2.0

  9. Structural pattern - Wikipedia

    en.wikipedia.org/wiki/Structural_pattern

    Extensibility pattern: a.k.a. Framework - hide complex code behind a simple interface; Facade pattern: create a simplified interface of an existing interface to ease usage for common tasks; Flyweight pattern: a large quantity of objects share a common properties object to save space; Marker pattern: an empty interface to associate metadata with ...

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