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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

Who this book is for

While writing this book, I decided on a specific mental model of my target audience, for the main reason that it's almost impossible to write a book about game development and satisfy every potential type of reader, primarily because game development is a diverse industry and there are so many types of platforms and genres, each with their specific characteristics, that I cannot take into account in a single book. So I decided on focusing the content on a particular kind of audience, which I can describe as follows:

The target audience is game programmers who are currently working on a mobile or indie game project in the Unity engine and who are in the process of refactoring their code to make it more maintainable and scalable. The reader should have a basic understanding of Unity and the C# language.

Senior programmers working on large-scale AAA or MMO games might find particular examples in this book limited compared to the architectural challenges they usually face daily. However, on the other hand, the content of this book might offer another perspective on the use of design patterns in Unity. So feel free to skip any chapter if you already know the theory and want to see how I implemented a specific pattern.

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