In the preceding code example, the client class acts like a spawner that randomly assigns a strategy to a new drone instance. This could be an interesting approach for a real-world use case. But there are many other approaches we could have used to choose which strategy to assign to a drone. It could be based on specific rules and factors that are only known at runtime. Therefore, it's not limited to randomness but can also be deterministic and rule-based.
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You're reading from Game Development Patterns with Unity 2021 - Second Edition
David Baron is a game developer with over 15 years of experience in the industry. He has worked for some well-known AAA, mobile, and indie game studios in Montreal, Canada. His skill set includes programming, design, and 3D art. As a programmer, he has worked on various games for various platforms, including virtual reality, mobile, and consoles.
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David Baron is a game developer with over 15 years of experience in the industry. He has worked for some well-known AAA, mobile, and indie game studios in Montreal, Canada. His skill set includes programming, design, and 3D art. As a programmer, he has worked on various games for various platforms, including virtual reality, mobile, and consoles.
Read more about David Baron