Part 3: Building on Top of Unreal
In this part, we will take the leap from looking at patterns that have already been scaffolded to making some of our own.
Each chapter deals with a different category of pattern, starting with behavioral patterns that allow classes to serve their use more cleanly, through structural patterns that assist you when building systems for a large team to work on, to optimization patterns that aim to speed up your code. By the end of this section, you should have a host of patterns built in a modular way, ready to be transferred between projects.
This part has the following chapters:
- Chapter 8, Building Design Patterns – Singleton, Command, and State
- Chapter 9, Structuring Code with Behavioral Patterns – Template, Subclass Sandbox, and Type Object
- Chapter 10, Optimisation through Patterns