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
Section 2: Core Patterns

In this section of the book, we will review some fundamental patterns and use them to build our game's core systems and mechanics. 

This section comprises the following chapters:

  • Chapter 4, Implementing a Game Manager with the Singleton
  • Chapter 5, Managing Character States with the State Pattern
  • Chapter 6, Managing Game Events with the Event Bus
  • Chapter 7, Implementing a Replay System with the Command Pattern
  • Chapter 8, Optimizing with the Object Pool Pattern
  • Chapter 9, Decoupling Components with the Observer Pattern
  • Chapter 10, Implementing Power-Ups with the Visitor Pattern
  • Chapter 11, Implementing a Drone with the Strategy Pattern
  • Chapter 12, Using the Decorator to Implement a Weapon System
  • Chapter 13, Implementing a Level Editor with Spatial Partition