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

Reviewing alternative solutions

The following is a list of patterns that are related or alternatives to the State pattern:

  • Blackboard/Behavior Trees: If you are planning to implement complex AI behaviors for NPC characters, I would recommend considering patterns such as the Blackboard or concepts such as Behavior Trees (BT). For example, if you need to implement AI with dynamic decision-making behaviors, then BT is a more appropriate approach because it permits you to implement behavior using a tree of actions.
  • FSM: A question that often arises when discussing the State pattern is the core difference between an FSM and the State pattern. The quick answer is that the State pattern is concerned with encapsulating an object's state-dependent behaviors. However, FSM is more deeply involved with transitioning between finite states based on specific input triggers. And so, FSM is often considered more suited for the implementation of automaton-like systems.
  • Memento...