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You're reading from  Game Development Patterns with Unreal Engine 5

Product typeBook
Published inJan 2024
Reading LevelBeginner
PublisherPackt
ISBN-139781803243252
Edition1st Edition
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Authors (2):
Stuart Butler
Stuart Butler
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Stuart Butler

Stuart Butler is an Unreal Engine Expert with over 13 years of experience in 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 Authorised Instructor and Educational Content Creator who works with Epic Games on developing learning materials for Unreal Engine 5. Stuart holds a BSc (Hons) in Computer Games Design and a PgC in Higher and Professional Education.
Read more about Stuart Butler

Tom Oliver
Tom Oliver
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Tom Oliver

Tom Oliver is a game programmer with over 10 years of experience in working with game 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 the BSc (Hons) Computer Games Design and Programming program 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) in Computer Games Design and Programming and a PGc in Higher and Professional Education. Tom specialises in researching gameplay systems driven through mathematical phenomena.
Read more about Tom Oliver

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Summary

In this last chapter, we have covered three patterns that will boost the efficiency of your game, if implemented correctly. In game development, optimization should not be something you consider until it becomes a problem. It is far more important that you get something working first. Data locality should probably be considered as a first measure as it requires the least refactoring of code. Likewise, an object pool is something we would always recommend you have in your project, via a plugin, on standby for when you start to spawn a lot of the same object. The dirty flag pattern is much more situational, though, and is only applicable when an object has lots of edits versus few read actions per second. Armed with these tools, you should be able to make a dent in the frame rate, destroying the spaghetti mess that all projects become before release. There are always more ways to optimize code beyond this too – some not quite so obvious – but the key is to remember...

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Game Development Patterns with Unreal Engine 5
Published in: Jan 2024Publisher: PacktISBN-13: 9781803243252

Authors (2)

author image
Stuart Butler

Stuart Butler is an Unreal Engine Expert with over 13 years of experience in 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 Authorised Instructor and Educational Content Creator who works with Epic Games on developing learning materials for Unreal Engine 5. Stuart holds a BSc (Hons) in Computer Games Design and a PgC in Higher and Professional Education.
Read more about Stuart Butler

author image
Tom Oliver

Tom Oliver is a game programmer with over 10 years of experience in working with game 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 the BSc (Hons) Computer Games Design and Programming program 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) in Computer Games Design and Programming and a PGc in Higher and Professional Education. Tom specialises in researching gameplay systems driven through mathematical phenomena.
Read more about Tom Oliver