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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

Object pooling our resources to save time later

The last pattern we are discussing in this book is object pooling. This pattern aims to tackle one of the core problems with the CPU: allocating and deallocating memory is a slow process. Every time you spawn a new actor, the space it needs in memory must be reserved in the right subdivisions for each variable and handed back to the game process ready to receive data. Every time you delete an actor, that memory must be freed from all references and returned to the heap. For something such as a minigun spawning 3,000 projectiles per minute, that means a lot of allocation of the chunks for memory, which are all the same size. Object pooling is the practice of predicting this massive cost and offsetting it to a place where the lag it causes is not so noticeable. This for us means spawning all the projectiles we could possibly need at the start of the game and hiding them. When one is required, it is taken from the shelf of deactivated projectiles...

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