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 Workshop is designed to compliment the Dublin Unity3D Development Discussion, which occured in January. Instead of talking about development methods and patterns we’ll be using them to create a game.
I’ll be bring assets and (some) scripts, we’ll use them to build a game. Rather than following a set plan we’ll be “winging it” and each person will be encouraged to make theirs unique, trying different things to see what happens. The goal isn’t to create a full game, it is to understand how you might go about doing that.
Some of the things we’ll be covering 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)
- Version control
Everyone’s welcome to attend, however the topics covered will require some understanding of C# (or a similar language).
A laptop with Unity3D 3.5 installed is required.
6:30 PM to 9:30 PM
Tickets can be booked via eventbrite page.
SOLD OUT, Add yourself to the waitng list.