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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

Technical requirements

In this chapter, we are going to delve into three patterns that are important to how any commercial engine performs. There will be some use of Big O notation, which is simply a low-resolution way of measuring the time efficiency of an algorithm. The lower the resulting number when replacing the n with a large number, such as 1,000, the better the time efficiency. For example, an algorithm that compares each element of an array with every other element of the same array could be described as O(n2). This comes from the idea that the algorithm is a couple of nested for loops that run for the length of the input data. Maybe then we improve efficiency, meaning we don’t need to recheck elements as we go through making the seconds for the loop shorter with each iteration. This would result in O(n log2n). Looking at these values, you can tell that for large numbers, O(n2) is far worse, giving an estimated cost of 1,000,000 executions for an array of size 1,000...

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