Hyperfast Generation

In a game engine, you have a registry of enemy templates (orc, goblin, dragon) each with complex initialization involving asset loading, stat computation, and AI configuration. Spawning a new enemy should be fast and avoid repeating this initialization. Which creational pattern fits?

A

Builder: construct each enemy step-by-step reusing intermediate results

B

Factory Method: subclass an EnemyFactory for each enemy type

C

Singleton: ensure there's only one enemy manager that handles creation

D

Prototype: clone pre-initialized template objects from the registry