Explore programming patterns, structures, and principles and their applications in Unreal Engine 5 game development
Translate code from Blueprint to C++ to implement performant solutions in game development
Build a decoupled communications hierarchy and become a better game developer
Purchase of the print or Kindle book includes a free PDF eBook
Description
Design patterns serve as a toolkit of techniques and practices that enable you to write code that’s not only faster, but also more manageable. With this book, you’ll explore a range of design patterns and learn how to apply them to projects developed in Unreal Engine 5.
You’ll begin by delving into the foundational principles of coding and develop a solid understanding of the concepts, challenges, and benefits of using patterns in your code. As you progress, you’ll identify patterns that are woven into the core of Unreal Engine 5 such as Double Buffer, Flyweight, and Spatial Partitioning, followed by some of the existing tool sets that embody patterns in their design and usage including Component, Behavior Tree, and Update.
In the next section of the book, you’ll start developing a series of gameplay use cases in C++ to implement a variety of design patterns such as Interface and Event-based Observers to build a decoupled communications hierarchy. You’ll also work with Singleton, Command, and State, along with Behavioral Patterns, Template, Subclass Sandbox, and Type Object. The final section focuses on using design patterns for optimization, covering Dirty Flag, Data Locality, and Object Pooling.
By the end of this book, you’ll be proficient in designing systems with the perfect C++/Blueprint blend for maintainable and scalable systems.
What you will learn
Grasp the essence of design patterns and their inherent utility
Understand the layers within UE 5 and how they work together
Identify the relationship between C++ code and Blueprint in Unreal Engine 5
Recognize the design patterns found within existing Unreal Engine 5 functions
Explore design patterns to understand their purpose and application within Unreal Engine 5
Creatively apply design patterns to existing code to overcome common challenges
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Stuart Butler is an Unreal Engine Expert with over 13 years of experience teaching Games Development in Higher Education. Stuart has published projects in a multitude of disciplines including Technical Design, Art and Animation. Stuart is the Course Director for Games Technology at Staffordshire University, responsible for the programming team within the UK’s largest Games Education Department. Stuart is also an Unreal Authorized Instructor and Educational Content Creator working with Epic Games on developing learning materials for Unreal Engine 5. Stuart holds a BSc (Hons) Computer Games Design and a PGc in Higher and Professional Education.
Tom Oliver is a game programmer with over 10 years of experience working within engines both commercially and in an educational capacity. He has used Unreal Engine for contract work both in and out of the games industry, creating systems for games to mixed reality training simulations. Tom is the Course Leader for BSc (Hons) Computer Games Design and Programming at Staffordshire University, responsible for maintaining the award winning structure and teaching of the course in the UK's largest Games Education Department. Tom holds a BSc (Hons) Computer Games Design and Programming and a PGc in Higher and Professional Education. Tom specializes in researching gameplay systems driven through mathematical phenomena.
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