Hands-On Game Development Patterns with Unity 2019

David Baron

商品描述

Key Features

  • Gain expertise in Industry Standard design patterns.
  • Get your hands on popular patterns such as Observer, Singleton, State, and Factory.
  • Leverage the power of C# coding to create solid architectures for your game projects.

Book Description

Traditional building blocks of a robust architecture, such as design patterns, cannot be applied in Unity without being adapted to the Engine's unique way of doing things. We will review design patterns that are currently used by professional game programmers in indie, mobile, and AAA studios. We will also examine the infamous anti-patterns.

The book begins by explaining Unity Engine's architecture and shows you how to explore it for designing games. This will help readers get familiar with the pillars of Unity's Engine architecture and assist them in making better technical decisions.

We will then learn about the game industry's most popular software design patterns. Right from the initial concept up to its implementation, you'll learn every detail in the context of genuine industry use cases that game programmers often deal with in the field. This approach will be a onestop reference point and will give you a complete picture of tried and tested software development patterns with Unity using C#.

We will review classic patterns such as Singleton; modern patterns such as Event Bus; and even rare patterns such as the Spatial Partition.

The book concludes by covering the dark side of design patterns, by exposing recognizable patterns that tend to creep out in code bases and have unexpected negative side-effects.

What you will learn

  • Discover the core architectural pillars of the Unity game engine.
  • Learn about software design patterns while building gameplay systems.
  • Acquire the skills to recognize anti-patterns and how to avoid their adverse effect in your codebase.
  • Enrich your design vocabulary so you can better articulate your ideas on how to better your game's architecture.
  • Gain some mastery over Unity's API by writing well-designed code.
  • Get some game industry insider tips and tricks that will help you in your career.

Who this book is for

The ideal target audience for this book is game developers who want to get their hands on industry-standard, software development patterns and techniques to create engaging and exciting games with Unity 2018. Basic Unity development knowledge is necessary to make the most out of this book. Prior experience with C# will also be helpful

商品描述(中文翻譯)

主要特點


  • 熟練掌握行業標準的設計模式。

  • 學習流行的模式,如觀察者模式、單例模式、狀態模式和工廠模式。

  • 利用 C# 編程的威力為遊戲項目創建堅實的架構。

書籍描述

傳統的堅固架構組件,如設計模式,在 Unity 中無法直接應用,需要根據引擎獨特的方式進行調整。本書將回顧目前由獨立、手機和 AAA 工作室的專業遊戲程序員使用的設計模式,並檢視臭名昭著的反模式。

本書首先解釋 Unity 引擎的架構,並向讀者展示如何探索它以設計遊戲。這將幫助讀者熟悉 Unity 引擎架構的基本要素,並協助他們做出更好的技術決策。

接著,我們將學習遊戲行業中最受歡迎的軟件設計模式。從最初的概念到實現,您將在真實的行業使用案例的背景下學習每個細節。這種方法將成為一個全面的參考點,讓您全面了解使用 C# 在 Unity 中嘗試和驗證的軟件開發模式。

我們將回顧經典模式,如單例模式;現代模式,如事件總線;甚至罕見的模式,如空間分割。

本書最後介紹了設計模式的負面面向,揭示了在代碼庫中經常出現並具有意外負面影響的可識別模式。

你將學到什麼


  • 了解 Unity 遊戲引擎的核心架構要素。

  • 在構建遊戲玩法系統時學習軟件設計模式。

  • 掌握識別反模式並避免其對代碼庫產生不良影響的技能。

  • 豐富您的設計詞彙,以便更好地表達您對改進遊戲架構的想法。

  • 通過編寫設計良好的代碼,掌握 Unity 的 API。

  • 獲得遊戲行業內部的一些技巧和竅門,將對您的職業生涯有所幫助。

適合閱讀對象

本書的理想目標讀者是希望掌握行業標準的軟件開發模式和技術,以在 Unity 2018 中創建引人入勝和令人興奮的遊戲的遊戲開發人員。需要具備基本的 Unity 開發知識才能充分利用本書。有 C# 的先前經驗也將有所幫助。

目錄大綱

  1. Engine & Game Architectures
  2. Game Loop and Update Method
  3. Prototype
  4. Factory
  5. Abstract Factory
  6. Singleton
  7. Strategy
  8. Command
  9. Observer
  10. State
  11. Visitor
  12. Facade
  13. Adapter
  14. Decorator
  15. Event Bus
  16. Service Locator
  17. Dependecy Injection
  18. Object Pool
  19. Spatial Partition
  20. The Anti-Patterns

目錄大綱(中文翻譯)

- 引擎和遊戲架構
- 遊戲循環和更新方法
- 原型
- 工廠
- 抽象工廠
- 單例
- 策略
- 命令
- 觀察者
- 狀態
- 訪問者
- 外觀
- 適配器
- 裝飾器
- 事件匯流排
- 服務定位器
- 依賴注入
- 物件池
- 空間分割
- 反模式