Design patterns in game development: parsing OBJ files

Today we will take a look at a common task in game development: parsing asset files – from a code design standpoint.

Using the example of Wavefront OBJ files, we will explore the usefulness of thinking about our code using design patterns.

Our goal will not be to use design patterns to create code. Instead, I would like to highlight how much of our code is full of such patterns – whether we think about them or not – and how realising this can help us communicate more efficiently with other programmers.

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