Hands-On Game Development Patterns with Unity 2019
暫譯: Unity 2019 實戰遊戲開發模式

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)

關鍵特點

- 獲得行業標準設計模式的專業知識。
- 熟悉流行的模式,如 Observer、Singleton、State 和 Factory。
- 利用 C# 編碼的力量為您的遊戲專案創建穩固的架構。

書籍描述

傳統的穩健架構構建塊,如設計模式,無法在 Unity 中直接應用,必須根據引擎獨特的運作方式進行調整。我們將回顧目前在獨立、移動和 AAA 工作室中由專業遊戲程式設計師使用的設計模式。我們還將檢視臭名昭著的反模式。

本書首先解釋 Unity 引擎的架構,並展示如何探索該架構以設計遊戲。這將幫助讀者熟悉 Unity 引擎架構的支柱,並協助他們做出更好的技術決策。

接著,我們將學習遊戲產業中最受歡迎的軟體設計模式。從最初的概念到實現,您將在真實的行業案例中學習每一個細節,這些案例是遊戲程式設計師在實務中經常面對的。這種方法將成為一個一站式的參考點,並為您提供使用 C# 在 Unity 中經過驗證的軟體開發模式的完整圖景。

我們將回顧經典模式,如 Singleton;現代模式,如 Event Bus;甚至是稀有模式,如 Spatial Partition。

本書最後將探討設計模式的陰暗面,揭示那些在代碼庫中潛伏的可識別模式,並且可能帶來意想不到的負面影響。

您將學到的內容

- 發現 Unity 遊戲引擎的核心架構支柱。
- 在構建遊戲系統的同時學習軟體設計模式。
- 獲得識別反模式的技能,並了解如何避免它們對您的代碼庫造成不利影響。
- 豐富您的設計詞彙,以便更好地表達如何改善遊戲架構的想法。
- 通過編寫良好設計的代碼,掌握 Unity 的 API。
- 獲得一些遊戲產業內部的技巧和竅門,幫助您在職業生涯中取得成功。

本書適合誰

本書的理想目標讀者是希望掌握行業標準軟體開發模式和技術的遊戲開發者,以便使用 Unity 2018 創建引人入勝和刺激的遊戲。具備基本的 Unity 開發知識是充分利用本書的必要條件,先前的 C# 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)


  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

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