Well done on reaching the end of the chapter. We have built a brilliant foundation for the systems that we are yet to develop in the upcoming chapters of this book.
In this chapter, we learned how to implement the Object Pooling pattern, the Message Queue pattern, and even the Singleton pattern. All these patterns are widely used in professional games, and it is very important to learn about and implement them so we understand what game systems can benefit from them.
Even though we are building an RTS game, everything we saw in this chapter can be used and implemented in any kind of game. In fact, most of the scripts are generic enough that we could just copy them to a different project and use them out of the box. This is the beauty of well-designed classes and decoupled solutions.
In Chapter 6, Commanding an Army of Units, we will be getting more into the gameplay mechanics. We are going to see how to script actions that will spawn multiple units and how to select...