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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

Spatial partitioning

Imagine the Matrix is a real concept, and we are living in a giant physics simulation. Anybody who has dabbled in physics simulations knows that you don’t need many interacting objects to make the simulation chug. The naïve solution is to check every object against every other object leading to an O(n2-n) solution, where you can see in Figure 3.6 that 4 objects have 12 collision checks:

Figure 3.6 – Diagram showing each collision check performed in an inefficient collision detection solution

Figure 3.6 – Diagram showing each collision check performed in an inefficient collision detection solution

Improvements can obviously be made to not repeat calculations that have already been made, bringing us down to O(nLog2(n)) where those same four points use only six collision checks. This is better, but there is only so far we can go by checking every object against every other object. We could just not calculate some of them, but that would be like giving some people in our Matrix simulation wall hacks, allowing them to possibly...

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