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- Game Development Patterns with Unreal Engine 5. Build maintainable and scalable systems with C++ and Blueprint
E-book details
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Game Development Patterns with Unreal Engine 5. Build maintainable and scalable systems with C++ and Blueprint
Stuart Butler, Tom Oliver, Christopher J. Headleand
Ebook
Design patterns serve as a toolkit of techniques and practices that enable you to write code that’s not only faster, but also more manageable. With this book, you’ll explore a range of design patterns and learn how to apply them to projects developed in Unreal Engine 5.
You’ll begin by delving into the foundational principles of coding and develop a solid understanding of the concepts, challenges, and benefits of using patterns in your code. As you progress, you’ll identify patterns that are woven into the core of Unreal Engine 5 such as Double Buffer, Flyweight, and Spatial Partitioning, followed by some of the existing tool sets that embody patterns in their design and usage including Component, Behavior Tree, and Update.
In the next section of the book, you’ll start developing a series of gameplay use cases in C++ to implement a variety of design patterns such as Interface and Event-based Observers to build a decoupled communications hierarchy. You’ll also work with Singleton, Command, and State, along with Behavioral Patterns, Template, Subclass Sandbox, and Type Object. The final section focuses on using design patterns for optimization, covering Dirty Flag, Data Locality, and Object Pooling.
By the end, you’ll be proficient in designing systems with the perfect C++/Blueprint blend for maintainable and scalable systems.
You’ll begin by delving into the foundational principles of coding and develop a solid understanding of the concepts, challenges, and benefits of using patterns in your code. As you progress, you’ll identify patterns that are woven into the core of Unreal Engine 5 such as Double Buffer, Flyweight, and Spatial Partitioning, followed by some of the existing tool sets that embody patterns in their design and usage including Component, Behavior Tree, and Update.
In the next section of the book, you’ll start developing a series of gameplay use cases in C++ to implement a variety of design patterns such as Interface and Event-based Observers to build a decoupled communications hierarchy. You’ll also work with Singleton, Command, and State, along with Behavioral Patterns, Template, Subclass Sandbox, and Type Object. The final section focuses on using design patterns for optimization, covering Dirty Flag, Data Locality, and Object Pooling.
By the end, you’ll be proficient in designing systems with the perfect C++/Blueprint blend for maintainable and scalable systems.
- 1. Understanding Unreal Engine 5 and Its layers
- 2. “Hello Patterns”
- 3. UE5 patterns in action: Double Buffer, Flyweight and Spatial Partitioning
- 4. Premade Patterns in UE5: Component, Behaviour Tree and Update Method
- 5. Forgetting Tick
- 6. Clean communication: Interface and Event Observer patterns
- 7. A Perfectly Decoupled System
- 8. Building Design Patterns: Singleton, Command and State
- 9. Structuring Code with Behavioural Patterns: Template, Subclass Sandbox and Type Object
- 10. Optimization through Patterns
- Title: Game Development Patterns with Unreal Engine 5. Build maintainable and scalable systems with C++ and Blueprint
- Author: Stuart Butler, Tom Oliver, Christopher J. Headleand
- Original title: Game Development Patterns with Unreal Engine 5. Build maintainable and scalable systems with C++ and Blueprint
- ISBN: 9781803246185, 9781803246185
- Date of issue: 2024-01-05
- Format: Ebook
- Item ID: e_3sae
- Publisher: Packt Publishing