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
Before We Begin

Welcome to the second edition of Hands-On Game Development Patterns with Unity; this edition is not merely a revision of the previous version, but a complete upgrade of the original book. After the first edition came out, I was fortunate to get a lot of constructive feedback, which inspired me to improve the structure of this new edition. As we will review in the following sections, this book concentrates on the "hands-on" aspect of the title; in other words, we are going to get our hands dirty and work on implementing systems and features for a fully playable prototype of a game with design patterns. This new approach to the book's structure will be more tangible and also more enjoyable. It's more fun to work on a playable game than with random code examples. So, before we begin, in the following sections, I will establish specific parameters to the book's content and overall approach.

Let's quickly review the topics we are going to see in this chapter, as follows:

  • Notes about the new edition
  • The philosophy of the book
  • What are design patterns?
  • Which subjects aren't covered in this book?
  • The game project