| layout |
pattern |
| title |
Bytecode |
| folder |
bytecode |
| permalink |
/patterns/bytecode/ |
| categories |
Behavioral |
| tags |
|
Allows to encode behaviour as instructions for virtual machine.
Use the Bytecode pattern when you have a lot of behavior you need to define and your
game’s implementation language isn’t a good fit because:
- it’s too low-level, making it tedious or error-prone to program in.
- iterating on it takes too long due to slow compile times or other tooling issues.
- it has too much trust. If you want to ensure the behavior being defined can’t break the game, you need to sandbox it from the rest of the codebase.