Search icon CANCEL
Subscription
0
Cart icon
Cart
Close icon
You have no products in your basket yet
Save more on your purchases!
Savings automatically calculated. No voucher code required
Arrow left icon
All Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletters
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Learning Design Patterns with Unity

You're reading from  Learning Design Patterns with Unity

Product type Book
Published in May 2024
Publisher Packt
ISBN-13 9781805120285
Pages 676 pages
Edition 1st Edition
Languages
Concepts
Author (1):
Harrison Ferrone Harrison Ferrone
Profile icon Harrison Ferrone
Toc

Table of Contents (23) Chapters close

Preface 1. Priming the System 2. Managing Access with the Singleton Pattern 3. Spawning Enemies with the Prototype Pattern 4. Creating Items with the Factory Method Pattern 5. Building a Crafting System with the Abstract Factory Pattern 6. Assembling Support Characters with the Builder Pattern 7. Managing Performance and Memory with Object Pooling 8. Binding Actions with the Command Pattern 9. Decoupling Systems with the Observer Pattern 10. Controlling Behavior with the State Pattern 11. Adding Features with the Visitor Pattern 12. Swapping Algorithms with the Strategy Pattern 13. Making Monsters with the Type Object Pattern 14. Taking Data Snapshots with the Memento Pattern 15. Dynamic Upgrades with the Decorator Pattern 16. Converting Incompatible Classes with the Adapter Pattern 17. Simplifying Subsystems with the Façade Pattern 18. Generating Terrains with the Flyweight Pattern 19. Global Access with the Service Locator Pattern 20. The Road Ahead 21. Other Books You May Enjoy
22. Index

Preface

Design patterns have been around for a very, very long time (decades in fact), lighting the way through dark and troubled waters where scale, flexibility, access, communication, and optimization try to capsize your best coding efforts at every turn. You’ll see these concepts taught and embedded in most, if not all, Computer Science curriculums around the world, but they’re conspicuously missing from many a young game programmers toolkit (mine included when I first started out).

Maybe these skills are traditionally taught by more experienced developers and mentors over the course of a programmer’s career. Maybe games are supposed to be fun to make, leaving the more serious work to the engineers who specialize in creating large accounting systems, traffic monitoring algorithms, or global trading platforms. Maybe this skill gap has simply been overlooked in favor of game mechanics and amazing animations (not that those aren’t important bits – we’d be nowhere without them).

Whatever the reason, we need to break the current pattern of sending young developers off into the wilds with swords but no potions and start training for reality – a reality where games are still only play, but the underlying game systems need to be just as complex, flexible, and well architected as the software products we use in our daily lives!

lock icon The rest of the chapter is locked
Next Section arrow right
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $15.99/month. Cancel anytime