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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

Designing a replay system

Before describing the replay system design that we will be implementing in this chapter, we have to declare some specifications about our game that can influence the way in which we will implement it. 

Specifications to keep in mind are as follows:

  • Deterministic: Everything in our game is deterministic, which means we don't have any entities with random behaviors, and that makes our replay system simpler to implement because we don't have to worry about recording positions or states of entities that move in our scene like enemy drones. We know they will move and behave the same way during the replay sequence.
  • Physics: We are minimizing the use of the physics features of the Unity engine as our entities' movements are not determined by any physical properties or interactions. Therefore, we do not have to worry about unexpected behaviors when objects collide.
  • Digital: All our inputs are digital, so we do not bother to capture or handle...

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