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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

Game systems

The following section outlines the core game systems:

  • Rail system
    The rail system permits the player's vehicle to navigate sideways on four individual tracks. Each track can spawn obstacles and pickups along its length.
  • Risk system
    The risk system rewards a player that takes risks, for example, by swerving away from obstacles in the nick of time at top speed. The number of points given is based on the distance between the vehicle and the barrier when the player avoided it. A sensor installed in front of the bike with a range of 5 meters is constantly monitoring for any obstructions on the path of the current track. Once a potential collision is detected, the sensor calculates the distance between the obstacles and the vehicle. Points are determined based on the distance between the player and when the hindrance was avoided.

The following diagram illustrates the forward-facing sensor:

Figure 2.4 – Diagram of the forward-facing sensor detecting obstacles
  • Turbo...

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