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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 alternative solutions

Even if the Command pattern was perfectly suited for our use case, there are some alternative patterns and solutions we could have considered:

  • Memento: The Memento pattern provides the ability to roll back an object to a previous state. This was not our first choice for our replay system because we are focusing on recording inputs and queuing them for replay at a later time, which is very compatible with the design intention of the Command pattern. However, if we implemented a system with a rollback to the previous state feature, the Memento pattern will probably be our first choice.
  • Queue/Stack: Queues and stacks are not patterns, but data structures, but we could simply encode all our inputs and store them in a queue directly in our InputHandler class. It would have been more straightforward and less verbose than using the Command pattern. The choice between implementing a system with or without conventional design patterns is very contextual. If...
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