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015 ▼a GBB995003 ▼2 bnb
0167 ▼a 019365456 ▼2 Uk
019 ▼a 1091684509 ▼a 1096529339
020 ▼a 1789348331
020 ▼a 9781789348330 ▼q (electronic bk.)
020 ▼z 9781789349337
035 ▼a 2094762 ▼b (N$T)
035 ▼a (OCoLC)1100643332 ▼z (OCoLC)1091684509 ▼z (OCoLC)1096529339
037 ▼a CL0501000047 ▼b Safari Books Online
040 ▼a UMI ▼b eng ▼e rda ▼e pn ▼c UMI ▼d TEFOD ▼d EBLCP ▼d UKAHL ▼d MERUC ▼d UKMGB ▼d OCLCF ▼d YDX ▼d OCLCQ ▼d N$T ▼d 248032
049 ▼a MAIN
050 4 ▼a QA76.76.C672
08204 ▼a 794.8/1525 ▼2 23
1001 ▼a Baron, David, ▼e author.
24510 ▼a Hands-on game development patterns with Unity : ▼b create engaging games by using industry-standard design patterns with C# / ▼c David Baron.
260 ▼a Birmingham, UK : ▼b Packt Publishing, ▼c 2019.
300 ▼a 1 online resource : ▼b illustrations
336 ▼a text ▼b txt ▼2 rdacontent
337 ▼a computer ▼b c ▼2 rdamedia
338 ▼a online resource ▼b cr ▼2 rdacarrier
504 ▼a Includes bibliographical references.
5050 ▼a Cover; Title Page; Copyright and Credits; www.PacktPub.com; Contributors; Table of Contents; Preface; Section 1: The Fundamentals; Chapter 1: Unity Engine Architecture; Engine architectures; What are game engines?; Unity's architecture; Components; Scripting API; Summary; Further reading; Section 2: Sequencing Patterns; Chapter 2: Game Loop and Update Method; Technical requirements; What makes a game run?; The main loop; It's all about timing; Update Method; Overview; Challenge; Solution; Unity's Update Method; Summary; Further reading; Section 3: Creational Patterns; Chapter 3: Prototype
5058 ▼a Technical requirementsAn overview of the Prototype pattern; Benefits and drawbacks; Use case example; Code example; Summary; Exercise; Further reading; Chapter 4: The Factory Method; Technical requirements; An overview of the Factory Method; Benefits and drawbacks; Use case example; Code example; Summary; Practice; Further reading; Chapter 5: Abstract Factory; Technical requirements; An overview of the Abstract Factory; Benefits and drawbacks; Use case example; Code example; Summary; Practice exercise; Further reading; Chapter 6: Singleton; Technical requirements
5058 ▼a An overview of the Singleton patternBenefits and drawbacks; Use case example; Code example; Simple approach; Advanced approach; Summary; Exercise; Further reading; Section 4: Behavioral Patterns; Chapter 7: Strategy; Technical requirements; An overview of the Strategy pattern; Benefits and drawbacks; Use case example; Code example; Summary; Practice; Further reading; Chapter 8: Command; Technical requirements; The basics of the Command pattern; Benefits and drawbacks; Use case example; Code example; Summary; Practice exercise; Further reading; Chapter 9: Observer; Technical requirements
5058 ▼a A preview of the Observer patternThe C# event system; Benefits and drawbacks; Use case example; Code example; Summary; Exercise; Further reading; Chapter 10: State; Technical requirements; The basics of the State pattern; Benefits and drawbacks; Use case example; Code example; Summary; Exercises; Further reading; Chapter 11: Visitor; Technical requirements; An overview of the Visitor pattern; Benefits and drawbacks; Use case example; Code example; Summary; Practical exercise; Further reading; Section 5: Structural Patterns; Chapter 12: Facade; Technical requirements
5058 ▼a An overview of the Facade patternBenefits and drawbacks; An example use case; A code example; Summary; Exercises; Further reading; Chapter 13: Adapter; Technical requirements; An overview of the Adapter pattern; Benefits and drawbacks; Use case example; Code example; Object adapter; Class adapter; Summary; Exercises; Further reading; Chapter 14: Decorator; Technical requirements; The basics of the Decorator pattern; Benefits and drawbacks; Use case example; Code example; Summary; Practice; Further reading; Section 6: Decoupling Patterns; Chapter 15: Event Bus; Technical requirements
520 ▼a 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.
5880 ▼a Online resource; title from title page (Safari, viewed May 1, 2019).
590 ▼a Added to collection customer.56279.3
63000 ▼a Unity (Electronic resource)
63007 ▼a Unity (Electronic resource) ▼2 fast ▼0 (OCoLC)fst01795070
650 0 ▼a Computer games ▼x Programming.
650 0 ▼a Computer games ▼x Design.
650 0 ▼a C# (Computer program language)
650 0 ▼a Software patterns.
650 7 ▼a C# (Computer program language) ▼2 fast ▼0 (OCoLC)fst00843284
650 7 ▼a Computer games ▼x Design. ▼2 fast ▼0 (OCoLC)fst00872112
650 7 ▼a Computer games ▼x Programming. ▼2 fast ▼0 (OCoLC)fst00872114
650 7 ▼a Software patterns. ▼2 fast ▼0 (OCoLC)fst01124209
655 4 ▼a Electronic books.
77608 ▼i Print version: ▼a Baron, David. ▼t Hands-On Game Development Patterns with Unity 2019 : Create Engaging Games by Using Industry-Standard Design Patterns with C#. ▼d Birmingham : Packt Publishing Ltd, 짤2019 ▼z 9781789349337
85640 ▼3 EBSCOhost ▼u http://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=2094762
938 ▼a Askews and Holts Library Services ▼b ASKH ▼n AH36147895
938 ▼a ProQuest Ebook Central ▼b EBLB ▼n EBL5744475
938 ▼a YBP Library Services ▼b YANK ▼n 16142468
938 ▼a EBSCOhost ▼b EBSC ▼n 2094762
990 ▼a 관리자
994 ▼a 92 ▼b N$T