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

Notes about the new edition

As mentioned, I redesigned this edition entirely based on reader feedback from the previous version, and so, in consequence, I decided to cut some content from the last edition that readers considered to be trivial, such as the following:

  • Game loop and update pattern chapters: These chapters focused too much on theory and didn't align themselves with the book's "hands-on" approach.
  • Anti-patterns chapter: Anti-patterns is a complex and deep subject that deserves a book in itself to do it justice.

The end goal of this edition is not to cut content but to instead redesign the book to focus on practical game development uses of software design patterns in order to build a complete project. In other words, unlike the first edition, in which I took the approach of presenting each design pattern in isolation and with a self-contained code example, we will use them unitedly this time.

I added some chapters in this edition that were lacking in the previous version, such as the following:

  • The Game Design Document: The beginning of a new game project often starts with writing a GDD. A GDD is a document that will help us understand the design intention behind the game systems and mechanics that we will build throughout the book.
  • A Short Primer to Programming in Unity: We will use several advanced Unity engine concepts, C# features, and object-oriented programming (OOP) techniques throughout the book. In this chapter, we will take the time to review them to establish a shared knowledge base.