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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
Implementing a Level Editor with Spatial Partition

In this chapter, we will explore the concept of spatial partitioning. Unlike in previous chapters, the main subject is not traditionally defined as a software design pattern but more as a process and a technique. But because it offers us a reusable and structured approach to solving recurrent game-programming problems, we will treat it as a design pattern in the context of this chapter.

The approach we are going to take in this chapter is different from previous chapters for the following specific reasons:

  • We are taking a hands-off approach; in other words, we will not attempt to implement a code example but will instead review some code segments. 
  • We will not try to stay faithful to any academic definition but will instead use the general concept of spatial partitioning to build a level editor for our racing game.

The...

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