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

Who this book is for

While writing this book, I decided on a specific mental model of my target audience, for the main reason that it's almost impossible to write a book about game development and satisfy every potential type of reader, primarily because game development is a diverse industry and there are so many types of platforms and genres, each with their specific characteristics, that I cannot take into account in a single book. So I decided on focusing the content on a particular kind of audience, which I can describe as follows:

The target audience is game programmers who are currently working on a mobile or indie game project in the Unity engine and who are in the process of refactoring their code to make it more maintainable and scalable. The reader should have a basic understanding of Unity and the C# language.

Senior programmers working on large-scale AAA or MMO games might find particular examples in this book limited compared to the architectural challenges they usually face daily. However, on the other hand, the content of this book might offer another perspective on the use of design patterns in Unity. So feel free to skip any chapter if you already know the theory and want to see how I implemented a specific pattern.