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
Implement a Replay System with the Command Pattern

In this chapter, we will use a classic design pattern named Command to implement a replay system for our racing game. Its mechanism will record the player's controller inputs and the corresponding timestamp. This approach will permit us to play back the recorded inputs in the proper order and with the correct timing.

Replay features are often a must-have in racing games. With the Command pattern, we are going to implement this system in a scalable and modular manner. This pattern proposes a mechanism that permits encapsulating information needed to perform an "action" or trigger a state change. It also decouples the requester of an "action" from the object that will perform it. This encapsulation and decoupling permit us to queue action requests so we can execute them at a later time.

All of this might...