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Game Development Patterns with Unity 2021 - David Baron

Game Development Patterns with Unity 2021

Explore practical game development using software design patterns and best practices in Unity and C#, 2nd Edition

(Autor)

Buch | Softcover
246 Seiten
2021 | 2nd Revised edition
Packt Publishing Limited (Verlag)
978-1-80020-081-4 (ISBN)
CHF 48,85 inkl. MwSt
Traditional building blocks of a robust architecture, such as design patterns, cannot be applied in Unity without being adapted to the engine's unique way of doing things. The book reviews design patterns that are currently used by professional game programmers in indie, mobile, and AAA studios, along with examining notorious anti-patterns.
Solve your programming woes in Unity with practical design propositions

Key Features

Gain a comprehensive overview of Unity engine architecture and coding model
Build a complete racing game using software design patterns and understand how to implement them in Unity
Download the source code of the complete prototype demonstrating each of the software patterns used

Book DescriptionThis book is written for every game developer ready to tackle the bigger picture and start working with advanced programming techniques and design patterns in Unity.

Game Development Patterns with Unity 2021 is an introduction to the core principles of reusable software patterns and how to employ them to build components efficiently.

In this second edition, you'll tackle design patterns with the help of a practical example; a playable racing game prototype where you’ll get to apply all your newfound knowledge. Notable updates also include a game design document (GDD), a Unity programming primer, and the downloadable source code of a complete prototype.

Your journey will start by learning about overall design of the core game mechanics and systems. You’ll discover tried-and-tested software patterns to code essential components of a game in a structured manner, and start using classic design patterns to utilize Unity's unique API features.

As you progress, you'll also identify the negative impacts of bad architectural decisions and understand how to overcome them with simple but effective practices.

By the end of this Unity book, the way you develop Unity games will change – you’ll adapt a more structured, scalable, and optimized process that will help you take the next step in your career.

What you will learn

Structure professional Unity code using industry-standard development patterns
Identify the right patterns for implementing specific game mechanics or features
Develop configurable core game mechanics and ingredients that can be modified without writing a single line of code
Review practical object-oriented programming (OOP) techniques and learn how they're used in the context of a Unity project
Build unique game development systems such as a level editor
Explore ways to adapt traditional design patterns for use with the Unity API

Who this book is forThis book is for Unity game developers who want to learn industry standards for building Unity games. Knowledge of the Unity game engine and programming in the C# language is a must, so if you’re a beginner, try our Learning C# by Developing Games with Unity 2021 handbook instead.

David Baron is a game developer with over 15 years of experience in the industry. He has worked for some well-known AAA, mobile, and indie game studios in Montreal, Canada. His skill set includes programming, design, and 3D art. As a programmer, he has worked on various games for various platforms, including virtual reality, mobile, and consoles.

Table of Contents

Before We Begin
The Game Design Document
A Short Primer to Programming in Unity
Implementing a Game Manager with the Singleton
Managing Character States with the State Pattern
Managing Game Events with the Event Bus
Implement a Replay System with the Command Pattern
Optimizing with the Object Pool Pattern
Decoupling Components with the Observer Pattern
Implementing Power-Ups with the Visitor Pattern
Implementing a Drone with the Strategy Pattern
Using the Decorator to Implement a Weapon System
Implementing a Level Editor with Spatial Partition
Adapting Systems with an Adapter
Concealing Complexity with a Facade Pattern
Managing Dependencies with the Service Locator Pattern

Erscheinungsdatum
Verlagsort Birmingham
Sprache englisch
Maße 75 x 93 mm
Themenwelt Mathematik / Informatik Informatik Grafik / Design
Mathematik / Informatik Informatik Programmiersprachen / -werkzeuge
Informatik Software Entwicklung Spieleprogrammierung
ISBN-10 1-80020-081-1 / 1800200811
ISBN-13 978-1-80020-081-4 / 9781800200814
Zustand Neuware
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