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Game Development Patterns with Unity 2021 - Second Edition

You're reading from  Game Development Patterns with Unity 2021 - Second Edition

Product type Book
Published in Jul 2021
Publisher Packt
ISBN-13 9781800200814
Pages 246 pages
Edition 2nd Edition
Languages
Author (1):
David Baron David Baron
Profile icon David Baron

Table of Contents (22) Chapters

Preface 1. Sections 1: Fundamentals
2. Before We Begin 3. The Game Design Document 4. A Short Primer to Programming in Unity 5. Section 2: Core Patterns
6. Implementing a Game Manager with the Singleton 7. Managing Character States with the State Pattern 8. Managing Game Events with the Event Bus 9. Implement a Replay System with the Command Pattern 10. Optimizing with the Object Pool Pattern 11. Decoupling Components with the Observer Pattern 12. Implementing Power-Ups with the Visitor Pattern 13. Implementing a Drone with the Strategy Pattern 14. Using the Decorator to Implement a Weapon System 15. Implementing a Level Editor with Spatial Partition 16. Section 3: Alternative Patterns
17. Adapting Systems with an Adapter 18. Concealing Complexity with a Facade Pattern 19. Managing Dependencies with the Service Locator Pattern 20. About Packt 21. Other Books You May Enjoy

Reviewing some alternative solutions

Event systems and patterns are a vast topic, and it's a subject matter we can't cover in depth in this book. Therefore, we have prepared a shortlist of patterns to consider when implementing an event system or mechanism, but keep in mind that there's a lot more out there, and we encourage you as a reader to continue exploring the topic beyond the limited scope of this book:

  • Observer: An oldie but goodie pattern in which an object (subject) maintains a list of objects (observers) and notifies them of an internal state change. It's a pattern to consider when you need to establish a one-to-many relationship between a group of entities.
  • Event Queue: This pattern permits us to store events generated by publishers in a queue and forward them to their subscribers at a convenient time. This approach decouples the temporal relationship between publishers and subscribers.
  • ScriptableObjects: It's possible to create an event...
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