Unity is a fantastic tool/engine for game development, but what’s not obvious when developing it is the best methods for developing the game code.
Coming from a programming background, Unity can be quiet confusing. The idea of attaching components to objects in order to add functionality is easy to grasp and makes creating small games fast any easy, but what about larger and more complex games?
The Dublin Unity3D Development Discussion is an event where attendees will get the opportunity to do a talk on the development methods (including, if they wish, the project management techniques/software that they use) and design patterns that they use to develop games. These presentations can take any form and involve any kind of media (a game, code examples, slides, handouts). Those giving talks are welcome to demonstrate their game(s), whatever state they are in.
Doing a presentation/talk is completely optional. They are also informal, there’s no list to sign up to, just come along with any material/media you’d like to use (if any).
After the presentations there will be a discussion on development in Unity.
Some of the things we’ll be discussing are:
- Using design patterns in Unity to structure code:
- Singleton – For instantiating a single Scene Manager
- State – For GameStates which encapsulate logic/code for each scene
- Observer – Having components/classes subscribe to event notices
- Object Pool – Limiting instantiations of GameObjects to reduce garbage collection (improve performance)
- Adapter/Wrapper – Used for integrating Jitter Physics and maybe managing GameObjects
- Project management (in relation to managing issues and code)
Everyone’s welcome to attend, however the topics covered will require some understanding of C# (or a similar language).
Date: 26th January