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 Facade pattern

The Facade pattern's name is analogous to the facade of a building—as the name implies, it's an exterior face that hides a complex inner structure. Contrary to building architecture, in software development, the goal of a facade is not to beautify; instead, it is to simplify. As we are going to see in the following diagram, an implementation of the Facade pattern is usually limited to a single class that acts as a simplified interface to a collection of interacting subsystems:

Figure 15.1 – Unified Modeling Language (UML) diagram of the Facade pattern

As we can see in the preceding diagram, EngineFacade acts as an interface to the various components of the engine, thereupon the client is unaware of what is happening behind the scenes when calling StartEngine() on EngineFacade. It's unaware of the components that make up the engine and how to reach them; it only knows what it needs to know. This is similar...