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

Understanding the Object Pool pattern

The core concept of this pattern is simple—a pool in the form of a container holds a collection of initialized objects in memory. Clients can request an Object Pool for an object instance of a specific type; if one is available, it will be removed from the pool and given to the client. If there are not enough pooled instances at a given time, new ones will be dynamically created.

Objects that exit the pool will attempt to return to it once they are not used anymore by the client. If the Object Pool has no more space, it will destroy instances of objects that attempt to return. Therefore, the pool constantly gets refilled, can only be temporarily drained, but never overflows. Hence, its memory usage is consistent.

The following diagram illustrates the back and forth between a client and an Object Pool:

Figure 8.1 – Unified Modeling Language (UML) diagram of the Object Pool pattern

In the diagram, we can see that the Object...