Game Programming Design Patterns

Release Date: Mid-April, 2019.

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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 that of 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.
Throughout the course we will be building code modules in C# within Unity that you will be able to reuse across multiple games for many purposes.  You will learn to identify when a design pattern is required and understand how it can be applied over and over again.  Learning how to use programming design patterns will keep your coding tight, readable, efficient and easy to extend and update.
Learn how to program and work with:
  • Object Pools
  • Singletons
  • Event Queues
  • Dirty Flags
  • Flyweights
  • Double Buffers

and much more.