Learning Design Patterns with Unity
Packt Publishing Limited (Verlag)
978-1-80512-028-5 (ISBN)
Purchase of the print or Kindle book includes a free eBook in PDF format
Key Features
Craft engaging Unity 2023 games while mastering design patterns like Singleton, Object Pool, and more
Write clean, reusable C# code using creational, behavioral, and structural patterns, tailored for the game development environment
Go beyond basic design pattern usage and learn to customize and extend them for your unique game design needs
Book DescriptionStruggling to write maintainable and clean code for your Unity games? Look no further! Learning Design Patterns with Unity empowers you to harness the fullest potential of popular design patterns while building exciting Unity projects. Through hands-on game development, you'll master creational patterns like Prototype to efficiently spawn enemies and delve into behavioral patterns like Observer to create reactive game mechanics. 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 2023 book, the way you develop Unity games will change. You'll emerge not just as a more skilled Unity developer, but as a well-rounded software engineer equipped with industry-leading design patterns. What you will learn
Implement a persistent game manager using the Singleton pattern
Spawn projectiles efficiently with Object Pooling for optimized performance
Build a flexible crafting system using the Factory Method pattern
Design an undo/redo system for player movement with the Command pattern
Implement a state machine to control a two-person battle system
Modify existing character objects with special abilities using the Decorator pattern
Who this book is forThis book is your perfect companion if you're a Unity game developer looking to level up your C# skills and embrace industry standards for building robust games. Knowledge of Unity and basic C# programming is recommended.
Harrison Ferrone was born in Chicago, IL. Most days, you can find him creating instructional content for LinkedIn Learning or trying to learn something new. He holds various fancy looking pieces of paper from the University of Colorado at Boulder and Columbia College Chicago, and despite being a proud alumnus, most of these are stored in a basement somewhere. After a few years as an iOS developer at small start-ups, and one Fortune 500 company, he fell into a teaching career and never looked back. Throughout all this, he's bought many books, acquired a few cats, worked abroad, and continually wondered why Neuromancer isn't on more course syllabi
Table of Contents
Priming the System
Managing Access with the Singleton Pattern
Spawning Enemies with the Prototype Pattern
Creating Items with the Factory Method Pattern
Building a Crafting System with the Abstract Factory Pattern
Assembling Support Characters with the Builder Pattern
Managing Performance and Memory with Object Pooling
Binding Actions with the Command Pattern
Decoupling Systems with the Observer Pattern
Controlling Behavior with the State Pattern
Adding Features with the Visitor Pattern
Swapping Algorithms with the Strategy Pattern
Making Monsters with the Type Object Pattern
Taking Data Snapshots with the Memento Pattern
Dynamic Upgrades with the Decorator Pattern
Converting Incompatible Classes with the Adapter Pattern
Simplifying Subsystems with the Façade Pattern
Generating Terrains with the Flyweight Pattern
Global Access with the Service Locator Pattern
The Road Ahead
Erscheinungsdatum | 11.05.2024 |
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Verlagsort | Birmingham |
Sprache | englisch |
Maße | 191 x 235 mm |
Themenwelt | Mathematik / Informatik ► Informatik ► Grafik / Design |
Mathematik / Informatik ► Informatik ► Programmiersprachen / -werkzeuge | |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
ISBN-10 | 1-80512-028-X / 180512028X |
ISBN-13 | 978-1-80512-028-5 / 9781805120285 |
Zustand | Neuware |
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