Release date:2020, November 8
Author:Penny de Byl, Penny @Holistic3D.com,
Skill level:Beginner
Language:English
Exercise files:Yes
Want to create code that is robust, optimized and reusable? Then you need to learn about programmming design patterns.
Game Programming Design Patterns are templates for building modularised code that are generally a repeatable solution to a commonly occurring mechanic applied in computer games. They are general solutions that aren’t tied to a particular problem, making them reusable. One such pattern is object pooling. Whether a game needs an onslaught of constantly spawning zombies or bullets fired from a gun or asteroids to pummel the player’s spaceship, an object pool is a group of classes that can be reused, exactly as they are, across not only these scenarios but a plethora of others whenever game objects need a spawn manager.
In this course, Penny will take you through the top 12 game programming design patterns with C# and the Unity Game Engine using her internationally acclaimed Holistic teaching style and expertise from over 25 years teaching, researching and writing about games. Throughout the course you will follow along with hands-on workshops designed to teach you these core programming concepts that will take your games to the next level.
Learn how to program and work with patterns such as:
commands
flyweight
observer
prototype
singleton
states
object pools
game loops
updates
components
…and more.
01. Introduction 01. Introduction 02. Getting in Contact
02. The Command Pattern 01. Commands Part 1 02. Commands Part 2 03. Commands Part 3 04. Commands Part 4
03. The Flyweight Pattern 01. Investigating Memory 02. Scriptable Objects Part 1 03. Scriptable Objects Part 2 04. Unitys ECS Part 1 05. Unitys ECS Part 2 06. Unitys ECS Part 3 07. A little ECS Optimisation Extra
04. The Observer Pattern 01. Observers Part 1 02. Observers Part 2 03. Observers Part 3 04. Observers Part 4 05. Observers Part 5
05. The Prototype Pattern 01. The Prototype Pattern 02. Cloning a Game Object 03. Dynamic Prefab Creation
06. The Singleton Pattern 01. The Singleton 02. Using a Singleton
07. The State Pattern 01. The State Pattern 02. Creating and Using a State Class 03. Patrolling the Perimeter 04. Chasing the Player Part 1 05. Chasing the Player Part 2 06. State Challenge
08. The Object Pool 01. Setting Up the Project 02. Adding in an Object Pool 03. Extending the Object Pool 04. Blowing Up the Ship
09. And 01. More Patterns 02. Final Words 03. Where to now
[Udemy] Design Patterns for Game Programming (Unity 2019 and C#)_Subtitles.7z [Udemy] Design Patterns for Game Programming (Unity 2019 and C#).7z


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