Book Image

Game Development Patterns with Unity 2021 - Second Edition

By : David Baron
Book Image

Game Development Patterns with Unity 2021 - Second Edition

By: David Baron

Overview of this book

This book is written for every game developer ready to tackle the bigger picture and start working with advanced programming techniques and design patterns in Unity. Game Development Patterns with Unity 2021 is an introduction to the core principles of reusable software patterns and how to employ them to build components efficiently. In this second edition, you'll tackle design patterns with the help of a practical example; a playable racing game prototype where you’ll get to apply all your newfound knowledge. Notable updates also include a game design document (GDD), a Unity programming primer, and the downloadable source code of a complete prototype. Your journey will start by learning about overall design of the core game mechanics and systems. You’ll discover tried-and-tested software patterns to code essential components of a game in a structured manner, and start using classic design patterns to utilize Unity's unique API features. As you progress, you'll also identify the negative impacts of bad architectural decisions and understand how to overcome them with simple but effective practices. By the end of this Unity book, the way you develop Unity games will change – you’ll adapt a more structured, scalable, and optimized process that will help you take the next step in your career.
Table of Contents (22 chapters)
1
Sections 1: Fundamentals
5
Section 2: Core Patterns
16
Section 3: Alternative Patterns
20
About Packt
Optimizing with the Object Pool Pattern

In most video games, there are a lot of things happening on the screen. Bullets are flying around, enemies are spawning around the map, particles are popping up around the player, and these various objects are loaded and rendered on the screen in the blink of an eye. So, to avoid putting strain on the Central Processing Unit (CPU) while maintaining a consistent frame rate, it's a good practice to reserve some memory for our frequently spawned entities. So, instead of releasing recently destroyed enemies from memory, we add them to an object pool to recycle them for later use. With this technique, we avoid the initial initialization cost of loading a new instance of an entity. In addition, because we are not destroying reusable entities, the Garbage Collector (GCwon't waste cycles cleaning a set of regularly reinitialized...