Design Patterns

Hi,

I’m new to programming and I’m trying to move forward with baby steps. I’ve found the Pluralsight courses very informative. The Clean Code Course was mind blowing. Now I want to move to design patterns. They have a huge library but I think that most of them are useless for games or of a very little use. Which one shouls I see? And which one fist?

Here is a link to the couse. And here a list of patterns:

  • Adapter Pattern
  • Bridge Pattern
  • Builder Pattern
  • Chain of Responsability
  • The Command Pattern
  • Composite Pattern
  • Decorator Design Pattern
  • Event Aggregator
  • Facade Pattern
  • Factory Patterns
  • Flyweight
  • Interpreter Pattern
  • Iterator Pattern
  • Lazy Load Pattern
  • Mediator Pattern
  • Memento
  • MVP Pattern
  • MVVM Pattern
  • Null Object Pattern
  • Observer Pattern
  • The Prototype Pattern
  • Proxy Pattern
  • Repository
  • Singleton
  • Service Locator Pattern
  • State Pattern
  • Strategy Pattern
  • Template Method
  • Unit of Work
  • Visitor Pattern
  • Rules Pattern

Interesting question. I am looking for some very basic examples of design patterns written for Unity just to get me started. For Adobe Flash, I got my hands on a design patterns book and just the model-view-controller helped me to dramatically improve the structure of my code.

Now I am looking for something similar for Unity. I think of myself as a well-informed amateur: porting Gang of Four patterns to Unity is too much for me to handle but some good native Unity examples would probably get me started.

Can anyone point me in the right direction?

Any help greatly appreciated.

Tom

Yes I’m pretty much in the same situation. I’ve found useful the number 24.Singleton. But that was a simple shot, because I know that singleton are commonly used in videogames.

I suppose Event Aggregator, Observer Patter and Prototype pattern could be useful but I’m not very sure of that.

i think the answer is here:

There is also now a Unity course on PluralSight