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Game Development Patterns with Unity 2021

Game Development Patterns with Unity 2021

By : David Baron
4.3 (10)
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Game Development Patterns with Unity 2021

Game Development Patterns with Unity 2021

4.3 (10)
By: David Baron

Overview of this book

This 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.
Table of Contents (22 chapters)
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1
Sections 1: Fundamentals
5
Section 2: Core Patterns
16
Section 3: Alternative Patterns
20
About Packt
Implementing a Drone with the Strategy Pattern

In this chapter, we are going to implement enemy drones that fly around the race track and attack the player by shooting laser beams. They are little annoying robotic pests that will test the player's reflexes. Our drones will have a single attack that consists of firing a continuous laser beam at a 45-degree angle. To create the illusion of autonomous intelligence, the drones can be assigned three distinct attack maneuvers at runtime. Each maneuver is a repetitive series of predictable movements. Individually, the drone's behavior may look robotic, but when they are placed in a formation at specific positions on the race track, it could look like they are forming a strategy to outmaneuver the player.

And so, I'm proposing that we use the Strategy pattern to implement the various drone behaviors. The main reason...

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