• Post Reply Bookmark Topic Watch Topic
  • New Topic
programming forums Java Mobile Certification Databases Caching Books Engineering Micro Controllers OS Languages Paradigms IDEs Build Tools Frameworks Application Servers Open Source This Site Careers Other Pie Elite all forums
this forum made possible by our volunteer staff, including ...
Marshals:
  • Campbell Ritchie
  • Jeanne Boyarsky
  • Ron McLeod
  • Paul Clapham
  • Liutauras Vilda
Sheriffs:
  • paul wheaton
  • Rob Spoor
  • Devaka Cooray
Saloon Keepers:
  • Stephan van Hulst
  • Tim Holloway
  • Carey Brown
  • Frits Walraven
  • Tim Moores
Bartenders:
  • Mikalai Zaikin

I am trying to decide which will be the best design pattern for my game

 
Greenhorn
Posts: 1
  • Mark post as helpful
  • send pies
    Number of slices to send:
    Optional 'thank-you' note:
  • Quote
  • Report post to moderator
I am trying to decide which will be the best design pattern for my game. I would like to know what Design Patterns are you guys using in unity 3D.


Also, which design patter will be the most appropriated for my game?

PS: My game needs is full 3d ,with levels, lots of models, different cameras, and multi player. Imagine warcraft3 for instance.

There is any example of a MVC implementation?
 
lowercase baba
Posts: 13089
67
Chrome Java Linux
  • Likes 1
  • Mark post as helpful
  • send pies
    Number of slices to send:
    Optional 'thank-you' note:
  • Quote
  • Report post to moderator
My guess (and I have never written a game) is that any program as complicated as Warcraft is going to use pretty much EVERY design pattern. I could easily see them using factories, adapters, bridges, composites, facades, proxies, commands, iterators, observers, strategies...and MVC. Your question to me seems overly broad. It's almost like asking "what class should I use?". The answer is 'whichever one is most appropriate for the problem you are currently trying to solve', and writing a game there are going to be HUNDREDS (if not more) problems to solve, and each will require it's own solution.
 
Author and all-around good cowpoke
Posts: 13078
6
  • Mark post as helpful
  • send pies
    Number of slices to send:
    Optional 'thank-you' note:
  • Quote
  • Report post to moderator
My advice would be - don't start with patterns - instead, start with lots and lots and lots of use cases and diagrams of information flow.

Before any code is written be able to walk players through the major interactions "on paper" - patterns should become apparent at this stage. Of course, it helps if you are familiar with patterns other people have deduced so you can recognize them.

3 x 5 cards for use cases and large expanses of white-board for diagrams are your friends.

Bill

 
You have to be odd to be #1 - Seuss. An odd little ad:
a bit of art, as a gift, that will fit in a stocking
https://gardener-gift.com
reply
    Bookmark Topic Watch Topic
  • New Topic