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Game Development Patterns with Unity 2021

Game Development Patterns with Unity 2021 - Second Edition

By : David Baron
4.3 (10)
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Game Development Patterns with Unity 2021

Game Development Patterns with Unity 2021

4.3 (10)
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)
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1
Sections 1: Fundamentals
5
Section 2: Core Patterns
16
Section 3: Alternative Patterns
20
About Packt

When to use the Strategy pattern

When I get tasked with implementing behaviors for an enemy character, the first options I consider are the State pattern or a finite state machine (FSM) since most of the time, characters are stateful.

But sometimes, I might use the Strategy pattern if the following conditions are met:

  • I have an entity with several variants of the same behavior, and I want to encapsulate them in individual classes.
  • I want to assign specific behavior variants to an entity at runtime, without the need to take its current internal state into consideration.
  • I need to apply a behavior to an entity so that it can accomplish a specific task based on selection criteria that are defined at runtime.

The third point is probably the main reason I chose to use the Strategy pattern over the State pattern to implement the enemy drone presented in this chapter. The behavior of the drone is robotic; it has a singular task: attack the player. It doesn't make any alterations to its...

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