


Hands-On Game Development Patterns with Unity 2019
M**N
Real world applications
I'm a relatively fresh (2yr) FANNG dev and have found this book to be a great resource in my daily work as well as game development (concept phase)
A**M
A good design pattern overview, but sometimes falls short on Unity-useful examples.
This is a good book and I learned a lot going through it. I've been a developer for a long time but I never bothered sitting down and studying design patterns. Rather I picked up a couple on the job and left it at that. This book was a fantastic overview of Design Patterns that makes me wish I had done this sooner. I've implemented almost every one of these patterns in real life without every knowing their names and with the added work of reinventing the wheel - plus, these implementations were often cleverer than my own. The information in this book is very useful and very helpful. Where the book falls short - and quite often - is in how the material is presented.The first problem is that the author doesn't seem to anticipate reader questions and answer them. The author will present code without explaining all of the decisions that went into the implementation. You may be wondering in an example why an Interface or Abstract Class was used, or why a specific type of list object was chosen over another, or how a generic is being used, and the book wont anticipate that. It assumes you either already know or don't care. So, to go through this book effectively I had to spend a lot of time testing the code and twisting it around to understand why decisions were made.The second problem is that some of the code in this book isn't really "Game Ready" or fit for use with Unity. Some of it is - maybe around half - meaning that the code is presented in a way where you could essentially cut and paste the example into your project and it will work great. However, many of the examples in the book simply wouldn't be useful in the form presented in Unity. For example, some of the patterns feature implementations that depend on access to constructors which we don't have access to for most types of useful, real world game objects in Unity. For those examples I had to spend a decent amount of time refactoring the examples in my notes to be real-world useful. Another version of this problem is when the author presents an implementation of a design pattern that, though will work in Unity, just isn't a very good implementation in that it ignores or omits features already built into the language or frameworks. An example of this is the implementation of Visitor in the book which does more work than it needs to because it doesn't take advantage of C#'s ability to perform native multiple dispatch.Overall this is a good, informative book and I would recommend it; I'd even recommend it over some of the other popular design pattern books out there if you are a Unity / C# dev. I'd do this, even considering the problems, because I think it is much easier to learn things in a language you feel somewhat comfortable in. I can't read a book with C++ examples and translate to C# - so while there are other books out there with better reputations I think of you are a Unity dev you are better off with this than the alternatives.
R**O
Just perfect!
Excellent material for both, advanced and new developers!
M**T
Good ideas, incomplete advice
Good academic explanations of the broad strokes, but more experienced developers will find it a little simplistic. Some of the tips are a bit off — telling programmers that a “deep understanding of advanced mathematics” is the most important skill in game programming? That’s completely wrong, at least as a blanket statement. In 12 years of making casual games, the hardest math I’ve had to use has been trigonometry, and occasional matrix math. Most of the daily math is elementary school level.The most important skill as a game programmer is *logic*, which does not mean Calculus III. The next most important skill is the ability to modularize your code.
K**M
disappointing
The general overview and explanation on the design pattern are good but the sample codes that the author suggests are very disappointing. I am not sure if the author has deep understanding on the Unity programming and the practical usage of design pattern itself. I don't want to recommend this book to professional programmers as well as beginners.
S**G
Incredibly disappointing, returned.
As a CTO and developer with two decades of experience including working with C# since its first release and several years Unity experience including a commercial release of a large MMO build on mobile, I really did not enjoy this book. The examples are trivial and the application of the patterns pretty disappointing. More useful information can be found online and I actually returned the book. I cannot recommend this book, even for beginners.
J**L
Very Weak -- Get Game Programming Patterns instead
This book was clearly written by someone inexperienced with both unity development and several of the covered patterns. Full of inaccuracies and errors, code that sometimes were not only a bad implementation example but wouldn't even work.It costs much more than it should, and there is a lot of better content on free sources such as gamasutra, gamedev.net, YouTube and several others.
E**R
Peut mieux faire
Je ne peux pas recommander ce livre, que ce soit à un développeur débutant ou un confirmé.Contrairement à ce qui peut être avancé dans le livre, les exemples peuvent très souvent se dispenser d'utiliser l'API d'Unity, ce qui remet en question l'existence même du livre. Il serait très simple de modifier légèrement les exemples pour qu'ils n'utilisent que du C# générique.Il m'est régulièrement arrivé de devoir chercher sur internet d'autres exemples d'utilisation des patterns que ceux présentés dans le livre (sur Stack Overflow, Code project, Dot Net Perls...), parce que ceux présentés dans le livre sont mal implémentés ou alors on peut difficilement comprendre leur utilité.Certaines implémentations de patterns sont tout simplement aberrantes, car ils peuvent amener d'énormes problèmes de maintenabilité (je pense entre autres aux patterns Factory Method et Abstract Factory, chapitres 4 et 5, qui font utiliser des enums d'une TRÈS mauvaise manière).Il y a assez régulièrement des fautes d'orthographe (en moyenne 1 par page, parfois plus, parfois moins), ainsi que, plus grave, des erreurs dans le code : une majuscule par-ci au lieu d'une minuscule, un commentaire copié/collé d'une ligne à l'autre mais pas adapté... faisant que certains exemples, tels quels, ne pourraient pas compiler sur votre machine ! Cela donne à l'ensemble du livre moins de crédibilité, et on en vient à douter de chaque phrase écrite, ce qui est dommage car le propos est tout de même parfois juste.Pour résumer, un livre parfaitement dispensable dont on a l'impression qu'il a été écrit à la va-vite.J'en veux pour preuve que tous les liens donnés dans le livre vers des ressources externes contiennent "2018" dans l'URL, donnant une impression de réchauffé alors que le livre est censé dater de 2019.Je ne peux qu'être d'accord avec le commentaire de Dejaime : lisez plutôt Game Programming Patterns. Certes, les exemples donnés sont en C++, mais ce livre est universellement reconnu comme une référence dans le domaine de la programmation de jeux vidéo. On peut même le lire gratuitement en ligne, que demander de plus !Pour terminer sur une note plus positive, après quelques recherches sur l'auteur, il semble qu'une seconde édition du livre soit en préparation, tenant compte des avis des lecteurs.On peut donc espérer une version corrigée, que je pourrais bien acheter pour me refaire un avis !
K**Z
in time
fast delivery and good product. Should have mentioned the flyweight patern.
D**A
Ottimo libro
Ottimo libro che mette in luce tutte le tecniche e pattern per lo sviluppo di videogiochi in Unity. Chiaramente non adatto a tutti, soprattutto non ai principianti.
Trustpilot
1 month ago
2 weeks ago