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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
Preface
First principles, Clarice: simplicity. Read Marcus Aurelius.

"Of each particular thing, ask: What is it in itself? What is its nature?"

– Hannibal Lecter

The preceding quote is from one of my favorite films and sums up my approach to learning. Following over a decade working in the gaming industry, I have found that the only proper way to gain mastery over a complex system is by breaking it down into its most basic components. In other words, I try to understand the core ingredients before mastering the final form. Throughout this book, you will see that I'm taking a simplistic, but contextual, approach in presenting each pattern. 

The goal is not to dumb down the subject matter but learn by isolating the core concepts behind each design pattern so that we can observe them and learn their intricacies. I've learned this approach in the gaming industry while working as a designer and programmer. We will often build components and systems for our game in isolated levels that we call gyms. We would spend weeks iterating, testing, and adjusting each ingredient of our game individually until we understood how to make them work as a whole. I wrote this book in a way that's consistent with how I approach game development so you, as a reader, can immerse yourself in the subject matter while adopting some good habits along the way that will help you in your career.

However, it is also important to state that the content of this book is not the ultimate reference regarding patterns in Unity. It's just an introduction to the subject matter, not the final destination of the learning process. I'm not presenting myself as the foremost expert and do not wish my words to become gospel among developers. I'm just a developer trying to find an elegant way of using standard software design patterns in Unity and want to share what I discovered. Therefore, as the reader, I encourage you to critique, research, customize, and improve upon everything presented throughout this book. 

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