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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

Which subjects aren't covered in this book?

There are many facets to game programming, and a single book cannot cover them all with the depth they deserve. This book has a specific focus: design patterns and the Unity engine. So, if you are starting your journey into becoming a professional game programmer, this book will not be enough to complete your education. But luckily, some very talented individuals in our industry have taken the time to write very specialized books on core topics of game development. I recommend that anyone interested in joining the game industry reads each of the following reference books:

  • Physics programming: Real-Time Collision Detection, Christer Ericson
  • Engine programming: Game Engine Architecture, Jason Gregory
  • Three-dimensional (3D) programming: Mathematics for 3D Game Programming and Computer Graphics, Eric Lengyel
  • Artificial intelligence (AI) programming: Programming Game AI By Example, Mat Buckland 

I have focused the content of this book on a specific aspect of game programming, but I will mention concepts from other domains of game development throughout the book. So, if you feel unfamiliar with some of the topics mentioned, take the time to explore them in depth; the time invested in researching will make you a better game programmer.

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