Once you’ve read Game Development Patterns with Unreal Engine 5, we’d love to hear your thoughts! Please click here to go straight to the Amazon review page for this book and share your feedback.
Game Development Patterns with Unreal Engine 5
By :
Game Development Patterns with Unreal Engine 5
By:
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)
Preface
Part 1:Learning from Unreal Engine 5
Free Chapter
Chapter 1: Understanding Unreal Engine 5 and its Layers
Chapter 2: “Hello Patterns”
Chapter 3: UE5 Patterns in Action – Double Buffer, Flyweight, and Spatial Partitioning
Chapter 4: Premade Patterns in UE5 – Component, Update Method, and Behavior Tree
Part 2: Anonymous Modular Design
Chapter 5: Forgetting Tick
Chapter 6: Clean Communication – Interface and Event Observer Patterns
Chapter 7: A Perfectly Decoupled System
Part 3: Building on Top of Unreal
Chapter 8: Building Design Patterns – Singleton, Command, and State
Chapter 9: Structuring Code with Behavioral Patterns – Template, Subclass Sandbox, and Type Object
Chapter 10: Optimization through Patterns
Index
Other Books You May Enjoy
Customer Reviews