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UID:pretalx-godotfest-26-UEWVJG@talks.godotfest.com
DTSTART;TZID=CET:20261104T110000
DTEND;TZID=CET:20261104T115000
DESCRIPTION:At GodotCon Amsterdam 2026\, "Game Programming Patterns for God
 ot" started with a tiny Reddit find\, a cached getter and grew into a tour
  of underexplored patterns for real Godot projects. Then the video went on
 line\, and the comment section did what comment sections do: it argued\, i
 t questioned\, and it asked for more.\n\nThis sequel answers back. We'll a
 ddress the most common (and most spicy) objections from the community head
 -on\, with code\, and then go further: new patterns that didn't fit in the
  first talk\, each demonstrated in a real\, shipping Godot project.\n\nThe
  talk has three acts:\n\nAct I: A New Hope\, Recapped. A fast\, visual rec
 ap of the first talk's core idea.\n\nAct II: The Comments Strike Back. The
  top community objections and questions from the YouTube release\, each an
 swered with working code\n\nAct III: Return of the Patterns. Three pattern
 s that didn't make the first talk\, each shown in the context of my own re
 leased game\, Tiny Drift:\n\n- State machines beyond the basics: pushdown 
 automata for input and UI flows that plain enum-based FSMs handle poorly.\
 n- MVVM for game UI: separating game state from UI scenes using observable
  custom Resources\; why this is underexplored in Godot and what it buys yo
 u in practice.\n- The Repository pattern with custom Resources:  abstracti
 ng save data and content databases behind a data-source interface\, and wh
 ere the classic IRepository approach breaks down in GDScript.
DTSTAMP:20261026T210412Z
LOCATION:Ballsaal
SUMMARY:The Return of Game Programming Patterns for Godot - Inacio Schwelle
 r
URL:https://talks.godotfest.com/godotfest-26/talk/UEWVJG/
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