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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

Optimization through Patterns

In this last chapter, we are going to discuss the last thing we should think about before releasing our games: optimization. Optimization patterns are designed to leave our code functioning as it was before but in a faster, more elegant way that impacts our hardware less. This chapter is quite wordy, but the underlying principles that guide these patterns require a certain understanding of how the hardware resources at our disposal work. By the end, we will have covered everything from how to help the CPU do its job better to making a system you can plug into any game to make it potentially faster at runtime.

The patterns making this possible are the following:

  • Dirty Flag, which focuses on reducing the number of times we need to update calculated values.
  • Data Locality, which concerns optimizing the code layout to work with the way the CPU’s memory works. As a description, this sounds much more complicated than the reality of the application...
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