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Game Development Patterns with Unity 2021: Explore practical game development using software design patterns and best practices in Unity and C#. 2 Ed

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Game Development Patterns with Unity 2021: Explore practical game development using software design patterns and best practices in Unity and C#. 2 Ed
Автор: Baron David
Дата выхода: 2021
Издательство: Packt Publishing Limited
Количество страниц: 232
Размер файла: 2,8 МБ
Тип файла: PDF
Добавил: LibCoder
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Cover....1 Title Page....2 Copyright and Credits....3 Dedication....4 Contributors....5 Table of Contents....7 Preface....12 Sections 1: Fundamentals....18 Chapter 1: Before We Begin....19 Notes about the new edition....19 The philosophy of the book....20 What are design patterns?....21 Which subjects aren't covered in this book?....21 The game project....22 Summary....23 Chapter 2: The Game Design Document....24 The design document....25 Game overview....25 Unique selling points....25 Minimum requirements....26 Game synopsis....26 Game objectives....27 Game rules....28 Game loop....28 Game environment....29 Camera, control, character (3Cs)....29 Camera....29 Character....30 Character description....30 Character metrics....31 Character states....31 Controller....32 Game ingredients....32 Superbikes....33 Pickups....33 Obstacles....34 Weaponry....34 Game systems....34 Game menu....36 Game HUD....36 Summary....37 Further reading....37 Chapter 3: A Short Primer to Programming in Unity....38 What you should already know....39 C# language features....39 Unity engine features ....43 Summary....45 Further reading....45 Section 2: Core Patterns....46 Chapter 4: Implementing a Game Manager with the Singleton....47 Technical requirements....48 Understanding the Singleton pattern....48 Benefits and drawbacks....50 Designing a Game Manager....50 Implementing the Game Manager....51 Testing the Game Manager....56 Summary....58 Chapter 5: Managing Character States with the State Pattern....59 Technical requirements....60 An overview of the State pattern....60 Defining character states....62 Implementing the State pattern....63 Implementing the State pattern....64 Testing the State pattern implementation....69 Benefits and drawbacks of the State pattern....70 Reviewing alternative solutions....72 Summary....73 Chapter 6: Managing Game Events with the Event Bus....74 Technical requirements....75 Understanding the Event Bus pattern....75 Benefits and drawbacks of the Event Bus pattern....77 When to use the Event Bus....78 Managing global race events....78 Implementing a Race Event Bus....79 Testing the Race Event Bus....81 Reviewing the Event Bus implementation....86 Reviewing some alternative solutions....87 Summary....87 Chapter 7: Implement a Replay System with the Command Pattern....88 Technical requirements....89 Understanding the Command pattern....89 Benefits and drawbacks of the Command pattern....92 When to use the Command pattern....92 Designing a replay system....93 Implementing a replay system....95 Implementing the replay system....95 Testing the replay system....99 Reviewing the implementation....103 Reviewing alternative solutions....104 Summary....104 Chapter 8: Optimizing with the Object Pool Pattern....105 Technical requirements....106 Understanding the Object Pool pattern....106 Benefits and drawbacks of the Object Pool pattern....107 When to use the Object Pool pattern....108 Implementing the Object Pool pattern....109 Steps for implementing the Object Pool pattern....109 Testing the Object Pool implementation....114 Reviewing the Object Pool implementation....116 Reviewing alternative solutions....116 Summary....116 Chapter 9: Decoupling Components with the Observer Pattern....117 Technical requirements....118 Understanding the Observer pattern....118 Benefits and drawbacks of the Observer pattern....119 When to use the Observer pattern....120 Decoupling core components with the Observer pattern....120 Implementing the Observer pattern....122 Testing the Observer pattern implementation....128 Reviewing alternative solutions....130 Summary....130 Chapter 10: Implementing Power-Ups with the Visitor Pattern....131 Technical requirements....132 Understanding the Visitor pattern....132 Benefits and drawbacks of the Visitor pattern....134 Designing a power-up mechanic....135 Implementing a power-up mechanic....136 Implementing the power-up system....136 Testing the power-up system implementation....142 Reviewing the power-up system implementation....144 Summary....145 Chapter 11: Implementing a Drone with the Strategy Pattern....146 Technical requirements....147 Understanding the Strategy pattern....147 Benefits and drawbacks of the Strategy pattern....148 When to use the Strategy pattern....149 Designing an enemy drone....150 Implementing an enemy drone....152 Steps to implementing an enemy drone....152 Testing the enemy drone implementation....157 Reviewing the enemy drone implementation....159 Reviewing alternative solutions....159 Summary....160 Chapter 12: Using the Decorator to Implement a Weapon System....161 Technical requirements....161 Understanding the Decorator pattern....162 Benefits and drawbacks of the Decorator pattern....163 When to use the Decorator pattern....164 Designing a weapon system....165 Implementing a weapon system....166 Implementing the weapon system....166 Testing the weapon system....173 Reviewing the weapon system....176 Reviewing alternative solutions....177 Summary....177 Chapter 13: Implementing a Level Editor with Spatial Partition....178 Technical requirements....179 Understanding the Spatial Partition pattern....179 When to use the Spatial Partition pattern....181 Designing a level editor....181 Implementing a level editor....184 Steps for implementing a level editor....184 Using the level editor....190 Reviewing the level-editor implementation....190 Reviewing alternative solutions....190 Summary....191 Section 3: Alternative Patterns....192 Chapter 14: Adapting Systems with an Adapter....193 Technical requirements....194 Understanding the Adapter pattern....194 Benefits and drawbacks of the Adapter pattern....196 When to use the Adapter pattern....197 Implementing the Adapter pattern....198 Implementing the Adapter pattern....198 Testing the Adapter pattern implementation....201 Summary....202 Chapter 15: Concealing Complexity with a Facade Pattern....203 Technical requirements....203 Understanding the Facade pattern....204 Benefits and drawbacks....205 Designing a bike engine....206 Implementing a bike engine....207 Testing the engine facade....212 Reviewing alternative solutions....213 Summary....213 Chapter 16: Managing Dependencies with the Service Locator Pattern....214 Technical requirements....215 Understanding the Service Locator pattern....215 Benefits and drawbacks of the Service Locator pattern....217 When to use the Service Locator pattern....217 Implementing a Service Locator pattern....218 Testing the Service Locator pattern....222 Reviewing alternative solutions....223 Summary....224 About Packt....225 Other Books You May Enjoy....226 Index....229

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Game development is a diverse industry with many different platforms and genres, and each one has its own unique characteristics that cannot be covered in a single book. While writing this book, I realized that it was almost impossible to satisfy every potential reader's needs when it comes to game development. Therefore, I decided to focus on a specific audience: game programmers who are working on mobile or indie games using the Unity engine. Senior programmers working on larger-scale games may find some examples in this book to be limited, but they will still find valuable insights into the challenges they face in their own projects.Daily, however, the content of this book may offer another perspective on the use of design patterns in Unity. These programmers are in the process of refactoring their code to make it more maintainable and scalable, and they have a basic understanding of the Unity engine and the C# language. Therefore, feel free to skip any chapter if you are already familiar with the theory and would like to see how I have implemented a specific pattern.

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Книга предоставляется в формате PDF, размер файла 2,8 МБ.

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автор — Baron David, издательство Packt Publishing Limited, год выпуска 2021, 232 страниц.

О чём книга «Game Development Patterns with Unity 2021: Explore practical game development using software design patterns and best practices in Unity and C#. 2 Ed»?

While writing this book, I realized that it was almost impossible to satisfy every potential reader's needs when it comes to game development.

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