There are many facets to game programming, and a single book cannot cover them all with the depth they deserve. This book has a specific focus: design patterns and the Unity engine. So, if you are starting your journey into becoming a professional game programmer, this book will not be enough to complete your education. But luckily, some very talented individuals in our industry have taken the time to write very specialized books on core topics of game development. I recommend that anyone interested in joining the game industry reads each of the following reference books:
- Physics programming: Real-Time Collision Detection, Christer Ericson
- Engine programming: Game Engine Architecture, Jason Gregory
- Three-dimensional (3D) programming: Mathematics for 3D Game Programming and Computer Graphics, Eric Lengyel
- Artificial intelligence (AI) programming: Programming Game AI By Example, Mat Buckland
I have focused the content of this book on a specific aspect of game programming, but I will mention concepts from other domains of game development throughout the book. So, if you feel unfamiliar with some of the topics mentioned, take the time to explore them in depth; the time invested in researching will make you a better game programmer.