Book Image

Game Development Patterns with Unreal Engine 5

By : Stuart Butler, Tom Oliver
3.5 (2)
Book Image

Game Development Patterns with Unreal Engine 5

3.5 (2)
By: Stuart Butler, Tom Oliver

Overview of this book

Design patterns serve as a toolkit of techniques and practices that enable you to write code that’s not only faster, but also more manageable. With this book, you’ll explore a range of design patterns and learn how to apply them to projects developed in Unreal Engine 5. You’ll begin by delving into the foundational principles of coding and develop a solid understanding of the concepts, challenges, and benefits of using patterns in your code. As you progress, you’ll identify patterns that are woven into the core of Unreal Engine 5 such as Double Buffer, Flyweight, and Spatial Partitioning, followed by some of the existing tool sets that embody patterns in their design and usage including Component, Behavior Tree, and Update. In the next section of the book, you’ll start developing a series of gameplay use cases in C++ to implement a variety of design patterns such as Interface and Event-based Observers to build a decoupled communications hierarchy. You’ll also work with Singleton, Command, and State, along with Behavioral Patterns, Template, Subclass Sandbox, and Type Object. The final section focuses on using design patterns for optimization, covering Dirty Flag, Data Locality, and Object Pooling. By the end of this book, you’ll be proficient in designing systems with the perfect C++/Blueprint blend for maintainable and scalable systems.
Table of Contents (16 chapters)
1
Part 1:Learning from Unreal Engine 5
6
Part 2: Anonymous Modular Design
10
Part 3: Building on Top of Unreal

Part 3: Building on Top of Unreal

In this part, we will take the leap from looking at patterns that have already been scaffolded to making some of our own.

Each chapter deals with a different category of pattern, starting with behavioral patterns that allow classes to serve their use more cleanly, through structural patterns that assist you when building systems for a large team to work on, to optimization patterns that aim to speed up your code. By the end of this section, you should have a host of patterns built in a modular way, ready to be transferred between projects.

This part has the following chapters:

  • Chapter 8, Building Design Patterns – Singleton, Command, and State
  • Chapter 9, Structuring Code with Behavioral Patterns – Template, Subclass Sandbox, and Type Object
  • Chapter 10, Optimisation through Patterns