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Game Development Patterns with Unreal Engine 5

You're reading from   Game Development Patterns with Unreal Engine 5 Build maintainable and scalable systems with C++ and Blueprint

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Product type Paperback
Published in Jan 2024
Publisher Packt
ISBN-13 9781803243252
Length 254 pages
Edition 1st Edition
Languages
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Authors (2):
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Stuart Butler Stuart Butler
Author Profile Icon Stuart Butler
Stuart Butler
Tom Oliver Tom Oliver
Author Profile Icon Tom Oliver
Tom Oliver
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Table of Contents (16) Chapters Close

Preface 1. Part 1:Learning from Unreal Engine 5
2. Chapter 1: Understanding Unreal Engine 5 and its Layers FREE CHAPTER 3. Chapter 2: “Hello Patterns” 4. Chapter 3: UE5 Patterns in Action – Double Buffer, Flyweight, and Spatial Partitioning 5. Chapter 4: Premade Patterns in UE5 – Component, Update Method, and Behavior Tree 6. Part 2: Anonymous Modular Design
7. Chapter 5: Forgetting Tick 8. Chapter 6: Clean Communication – Interface and Event Observer Patterns 9. Chapter 7: A Perfectly Decoupled System 10. Part 3: Building on Top of Unreal
11. Chapter 8: Building Design Patterns – Singleton, Command, and State 12. Chapter 9: Structuring Code with Behavioral Patterns – Template, Subclass Sandbox, and Type Object 13. Chapter 10: Optimization through Patterns 14. Index 15. Other Books You May Enjoy

Forgetting Tick

In this chapter we are going to explore the topic of tick (an event or process that is called every frame), why using it can cause frame-rate issues for our game projects, and two approaches to building systems without using tick, reducing the impact of systems on the CPU. We will consider the example of a guard tower in an RTS game, with a searchlight rotating back and forth. If the player’s unit is seen by the searchlight, it will stop its rotation. We will start with the Update pattern introduced in the previous chapter and iteratively improve from there, reducing our reliance on the Update pattern by using Timers, Timelines, and event-driven solutions instead. At each step, we will measure code efficiency, using execution counting to quantify our improvements.

In this chapter, we’ll cover the following topics:

  • Tick events and the challenges we face when using them
  • Timers and Timelines
  • Event-driven systems
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