What is the state pattern in game development?
The state pattern is a design pattern that allows an object to alter its behavior when its internal state changes.
Can you give me an example of how it's used in a game?
Sure! In a game, a character might have different states like 'Idle', 'Running', and 'Jumping'. Each state can have its own behavior.
How does this improve game design?
It improves design by making the code more organized and easier to manage, especially as the game grows in complexity.
Are there any drawbacks to using the state pattern?
One drawback is that it can lead to an increase in the number of classes, which might complicate the project structure.
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