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update read me and add framework
update read me and add framework
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01-Introduction.md

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Introduction
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============================
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Architecture, Performance, and Games
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02-Design Patterns Revisited.md

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Design Patterns Revisited
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02.1-Command.md

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Command
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02.2-Flyweight.md

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Flyweight
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02.3-Observer.md

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Observer
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02.4-Prototype.md

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Prototype
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02.5-Singleton.md

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Singleton
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02.6-State.md

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State
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03-Sequencing Patterns.md

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Sequencing Patterns
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03.1-Double Buffer.md

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Double Buffer
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03.2-Game Loop.md

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Game Loop
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03.3-Update Method.md

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Update Method
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04-Behavioral Patterns.md

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Behavioral Patterns
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04.1-Bytecode.md

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Bytecode
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04.2-Subclass Sandbox.md

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Subclass Sandbox
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04.3-Type Object.md

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Type Object
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05-Decoupling Patterns.md

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Decoupling Patterns
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05.1-Component.md

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Component
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05.2-Event Queue.md

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Event Queue
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05.3-Service Locator.md

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Service Locator
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06-Optimization Patterns.md

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Optimization Patterns
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06.1-Data Locality.md

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Dirty Flag
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06.2-Dirty Flag.md

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Dirty Flag
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06.3-Object Pool.md

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Object Pool
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06.4-Spatial Partition.md

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Spatial Partition
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README.md

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Game-Programming-Patterns-CN
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游戏编程模式中文
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<center>游戏编程模式中文</center>
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## 嘿,游戏开发伙伴们!
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- 你是否还在为代码整体规划而苦苦挣扎?
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- 是否发现随着代码库的增长却不容易做出些改动?
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- 是否感觉到你的游戏就是一个纷乱交杂的巨大的毛球?
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- 又或者不知如何将设计模式应用到游戏?
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- 听说过“缓存一致性”和“对象池”,但却不知道如何使用它们来让你的游戏提升性能?
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你们的救星来啦!我撰写了这本书来解答这些问题。这是我在游戏中所使用的模式总结,这些模式能让我们的代码更整洁,更清晰易懂,以及运行更快!
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## 免费在线阅读
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当我开始编写游戏时,我希望我有一本这样的书。现在,我希望你能够有一本。
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[__开始阅读__](01-Introduction.md)
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## 我是谁?
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<img src="./res/dogshot.jpg" width=150 border=3 align="right"/>
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我叫 Bob Nystrom。当我在EA工作的时候,我便开始写这本书了。在EA工作的8年时间里,我见过很多优美的代码,也见过很多着实可怕的代码。我希望我能够将我从这些优美的代码设计中学到的东西,在这里写下来,并教给大家如何写出这样好的代码来。
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如果你想要联系我,你可以在[网站写email给我](http://gameprogrammingpatterns.com/),或者直接在 twitter 上 [@munificentbob](https://twitter.com/intent/user?screen_name=munificentbob) 都可以。
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## 反馈
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在线写作书籍的一大好处就是方便修改。如果你发现了错误或者有什么建议,不要犹豫,给我[报告bug](https://github.com/munificent/game-programming-patterns/issues)或者发送一个 pull request。
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## 目录
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- [介绍](01-Introduction.md)
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- [架构,性能和游戏](01.1-Architecture, Performance, and Games.md)
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- [再探设计模式](02-Design Patterns Revisited)
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- [命令模式](02.1-Command.md)
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- [享元模式](02.2-Flyweight.md)
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- [观察者模式](02.3-Observer.md)
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- [原型模式](02.4-Prototype.md)
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- [单例模式](02.5-Singleton.md)
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- [状态模式](02.6-State.md)
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- [序列模式](03-Sequencing Patterns.md)
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- [双缓冲](03.1-Double Buffer.md)
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- [游戏循环](03.2-Game Loop.md)
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- [更新方法](03.3-Update Method.md)
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- [行为模式](04-Behavioral Patterns.md)
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- [字节码](04.1-Bytecode.md)
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- [子类沙盒](04.2-Subclass Sandbox.md)
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- [对象类型](04.3-Type Object.md)
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- [解耦模式](05-Decoupling Patterns.md)
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- [组件](05.1-Component.md)
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- [事件队列](05.2-Event Queue.md)
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- [服务定位器](05.3-Service Locator.md)
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- [优化模式](06-Optimization Patterns.md)
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- [数据局部性](06.1-Data Locality.md)
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- [脏标记](06.2-Dirty Flag.md)
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- [对象池](06.3-Object Pool.md)
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- [空间划分](06.4-Spatial Partition.md)
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==========================
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## 译者
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欢迎朋友们阅读并斧正,提交 Issule 或者 send pull request :]
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能有所收获,便是我翻译中文的意义所在。
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res/dogshot.jpg

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