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Learning Design Patterns with Unity

You're reading from   Learning Design Patterns with Unity Learn the secret of popular design patterns while building fun, efficient games in Unity 2023 and C#

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Product type Paperback
Published in May 2024
Publisher Packt
ISBN-13 9781805120285
Length 676 pages
Edition 1st Edition
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Author (1):
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Harrison Ferrone Harrison Ferrone
Author Profile Icon Harrison Ferrone
Harrison Ferrone
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Table of Contents (23) Chapters Close

Preface 1. Priming the System 2. Managing Access with the Singleton Pattern FREE CHAPTER 3. Spawning Enemies with the Prototype Pattern 4. Creating Items with the Factory Method Pattern 5. Building a Crafting System with the Abstract Factory Pattern 6. Assembling Support Characters with the Builder Pattern 7. Managing Performance and Memory with Object Pooling 8. Binding Actions with the Command Pattern 9. Decoupling Systems with the Observer Pattern 10. Controlling Behavior with the State Pattern 11. Adding Features with the Visitor Pattern 12. Swapping Algorithms with the Strategy Pattern 13. Making Monsters with the Type Object Pattern 14. Taking Data Snapshots with the Memento Pattern 15. Dynamic Upgrades with the Decorator Pattern 16. Converting Incompatible Classes with the Adapter Pattern 17. Simplifying Subsystems with the Façade Pattern 18. Generating Terrains with the Flyweight Pattern 19. Global Access with the Service Locator Pattern 20. The Road Ahead 21. Other Books You May Enjoy
22. Index

Preface

Design patterns have been around for a very, very long time (decades in fact), lighting the way through dark and troubled waters where scale, flexibility, access, communication, and optimization try to capsize your best coding efforts at every turn. You’ll see these concepts taught and embedded in most, if not all, Computer Science curriculums around the world, but they’re conspicuously missing from many a young game programmers toolkit (mine included when I first started out).

Maybe these skills are traditionally taught by more experienced developers and mentors over the course of a programmer’s career. Maybe games are supposed to be fun to make, leaving the more serious work to the engineers who specialize in creating large accounting systems, traffic monitoring algorithms, or global trading platforms. Maybe this skill gap has simply been overlooked in favor of game mechanics and amazing animations (not that those aren’t important bits – we’d be nowhere without them).

Whatever the reason, we need to break the current pattern of sending young developers off into the wilds with swords but no potions and start training for reality – a reality where games are still only play, but the underlying game systems need to be just as complex, flexible, and well architected as the software products we use in our daily lives!

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