LDR | | 05906cmm u2200661Ii 4500 |
001 | | 000000316181 |
003 | | OCoLC |
005 | | 20230525175930 |
006 | | m d |
007 | | cr unu|||||||| |
008 | | 190509s2019 enka ob 000 0 eng d |
015 | |
▼a GBB995003
▼2 bnb |
016 | 7 |
▼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 |
082 | 04 |
▼a 794.8/1525
▼2 23 |
100 | 1 |
▼a Baron, David,
▼e author. |
245 | 10 |
▼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. |
505 | 0 |
▼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 |
505 | 8 |
▼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 |
505 | 8 |
▼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 |
505 | 8 |
▼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 |
505 | 8 |
▼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. |
588 | 0 |
▼a Online resource; title from title page (Safari, viewed May 1, 2019). |
590 | |
▼a Added to collection customer.56279.3 |
630 | 00 |
▼a Unity (Electronic resource) |
630 | 07 |
▼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. |
776 | 08 |
▼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 |
856 | 40 |
▼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 |