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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

Understanding and creating components

One of the first things you learn when programming is to try to never repeat yourself. In fact, every technique you learn, from loops to functions to class encapsulation, is focused on reusing code with less typing. Building up the analogy, a loop reuses lines of code in one area so that you don’t need to repeat them next to each other. A function reuses blocks of code so that you don’t need to repeat them across your class. Then a class lets you reuse sets of functions and data in instances, so you don’t need to repeat logic across your program.

How does this help? Well, in games, any object that can be seen probably has some rendering element allowing it to be drawn to the screen. The code for rendering your object in your chosen graphics pipeline follows a standardized structure and is likely to be the same across every object that needs to be rendered. Even thinking about this possible repetition should be ringing alarm...

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