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Game Development Patterns with Unity 2021: Explore practical game development using software design patterns and best practices in Unity and C#, 2nd Edition
Game Development Patterns with Unity 2021: Explore practical game development using software design patterns and best practices in Unity and C#, 2nd Edition
Game Development Patterns with Unity 2021: Explore practical game development using software design patterns and best practices in Unity and C#, 2nd Edition
Game Development Patterns with Unity 2021: Explore practical game development using software design patterns and best practices in Unity and C#, 2nd Edition
Game Development Patterns with Unity 2021: Explore practical game development using software design patterns and best practices in Unity and C#, 2nd Edition
Game Development Patterns with Unity 2021: Explore practical game development using software design patterns and best practices in Unity and C#, 2nd Edition

Game Development Patterns with Unity 2021: Explore practical game development using software design patterns and best practices in Unity and C#, 2nd Edition

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Game Development Patterns with Unity 2021: Explore practical game development using software design patterns and best practices in Unity and C#, 2nd Edition

 

Author : David Baron

Publisher ‏ : Packt Publishing; 2nd ed. edition (July 30, 2021)

Language ‏ : ‎ English

Pages : 246 pages

 

1) Book Description

Key Features

Gain a comprehensive overview of Unity engine architecture and coding model

Build a complete racing game using software design patterns and understand how to implement them in Unity

Download the source code of the complete prototype demonstrating each of the software patterns used

Book Description

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.

 

What you will learn

Structure professional Unity code using industry-standard development patterns

Identify the right patterns for implementing specific game mechanics or features

Develop configurable core game mechanics and ingredients that can be modified without writing a single line of code

Review practical object-oriented programming (OOP) techniques and learn how they're used in the context of a Unity project

Build unique game development systems such as a level editor

Explore ways to adapt traditional design patterns for use with the Unity API

 

Who this book is for

This book is for Unity game developers who want to learn industry standards for building Unity games. Knowledge of the Unity game engine and programming in the C# language is a must, so if you're a beginner, try our Learning C# by Developing Games with Unity 2021 handbook instead.

 

Table of Contents

Before We Begin

The Game Design Document

A Short Primer to Programming in Unity

Implementing a Game Manager with the Singleton

Managing Character States with the State Pattern

Managing Game Events with the Event Bus

Implement a Replay System with the Command Pattern

Optimizing with the Object Pool Pattern

Decoupling Components with the Observer Pattern

Implementing Power-Ups with the Visitor Pattern

Implementing a Drone with the Strategy Pattern

Using the Decorator to Implement a Weapon System

Implementing a Level Editor with Spatial Partition

Adapting Systems with an Adapter

Concealing Complexity with a Facade Pattern

Managing Dependencies with the Service Locator Pattern

 

2) About Author

David Baron is a game developer with over 15 years of experience in the industry. He has worked for some well-known AAA, mobile, and indie game studios in Montreal, Canada. His skill set includes programming, design, and 3D art. As a programmer, he has worked on various games for various platforms, including virtual reality, mobile, and consoles.

 

 

 

 

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