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Game Development Patterns with Unity 2021

You're reading from   Game Development Patterns with Unity 2021 Explore practical game development using software design patterns and best practices in Unity and C#

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Product type Paperback
Published in Jul 2021
Publisher Packt
ISBN-13 9781800200814
Length 246 pages
Edition 2nd Edition
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Author (1):
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David Baron David Baron
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David Baron
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Table of Contents (22) Chapters Close

Preface 1. Sections 1: Fundamentals
2. Before We Begin FREE CHAPTER 3. The Game Design Document 4. A Short Primer to Programming in Unity 5. Section 2: Core Patterns
6. Implementing a Game Manager with the Singleton 7. Managing Character States with the State Pattern 8. Managing Game Events with the Event Bus 9. Implement a Replay System with the Command Pattern 10. Optimizing with the Object Pool Pattern 11. Decoupling Components with the Observer Pattern 12. Implementing Power-Ups with the Visitor Pattern 13. Implementing a Drone with the Strategy Pattern 14. Using the Decorator to Implement a Weapon System 15. Implementing a Level Editor with Spatial Partition 16. Section 3: Alternative Patterns
17. Adapting Systems with an Adapter 18. Concealing Complexity with a Facade Pattern 19. Managing Dependencies with the Service Locator Pattern 20. About Packt 21. Other Books You May Enjoy
Optimizing with the Object Pool Pattern

In most video games, there are a lot of things happening on the screen. Bullets are flying around, enemies are spawning around the map, particles are popping up around the player, and these various objects are loaded and rendered on the screen in the blink of an eye. So, to avoid putting strain on the Central Processing Unit (CPU) while maintaining a consistent frame rate, it's a good practice to reserve some memory for our frequently spawned entities. So, instead of releasing recently destroyed enemies from memory, we add them to an object pool to recycle them for later use. With this technique, we avoid the initial initialization cost of loading a new instance of an entity. In addition, because we are not destroying reusable entities, the Garbage Collector (GC) won't waste cycles cleaning a set of regularly reinitialized...

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