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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

Double buffer

For this pattern, we need to imagine a photocopier being operated by an artist. The artist has been commissioned to deliver at least two copies of every picture they draw, so they think smart and use a photocopier to copy their work. To save time moving artwork from the easel to the copier, they simply put their canvas straight onto the scanner. They then paint as fast as they can and hit Copy at the same time. What follows is a race where the artist needs to paint each line fast enough to stay ahead of the scanning head. If they are successful, the artwork and the copy will look the same with no extra time taken. More than likely, the scanning head will get in front of the artist, which will result in a picture up until the point where the artist fell behind and a blank copy after that point. This is known as frame tearing, the issue we are trying to solve. Frame tearing occurs when the frame buffer, our example artist’s canvas, has not been fully updated by the...

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