That book is great actually. It is a recommended read for beginners and advanced developers as well since it is written in such an understandable and easy-to-digest form that it just pulls you in and ...
Cooooooollllll !!! This is the video I've been waiting for in this series ... how to hook SciptableObjects up and call them appropriately vs how to use abstract classes for inheritance. I was starting to lean towards inheritance but don't usually see it in these tutorials so it didn't seem like the way to go. Thank you !!
This is really cool, but I don't get how to read the scriptable object assets into script. Like if I want my character to start with some items in the inventory by default, or have an NPC hand them items, how do I get the asset?
Hey Jason, what's you opinion on the MVC Pattern for games ? Specificly if implemented in unity with uniRex. Really curious on what's your opinion on this.
I have a beginner level question. Do these game design patterns work only with Object Oriented Programming? Or are some of them (or all of them) useful in Entity Component System style of coding? If ECS doesn't use classes, I wonder how this stuff would even be implemented, or is it even necessary. I still don't know how to use ECS, waiting for that stuff to become more mainstream with Unity crowd.
It should be noted that ECS absolutely is still object oriented. It's simply about composition rather than inheritance. While one implementation of this pattern shown used inheritance, many of the other examples might work under ECS style. I think a better fitting pattern might be factory, as that's basically the same thing but more composite focused.
Hey man.. around 15 you are showing Attack Method inside weapon class.. I think it could or even should be in your scriptable Object. If so, you could still have a base so weapon data and some different specialized weapons doing cool things and your weaponv2 class doesnt need to know about it.. I think that using methods inside SO is a very very cleaver solution for this stuff
Great video! Question on large external data files and Scriptable Objects. I like the flexibility of being able to drag and drop Scriptable Objects in the editor (it would be a main workflow for game design in the project), yet I need 100s of them... maybe more. Is there a known process to have a directory of Scriptable Objects mirror an external database? I mean this in both directions: if a change is made in the directory of SOs, then update the external database, and vice versa. I understand this might be prone to lots of issues, I'm still trying to think this out... but if you've experience with this please let me know! Thanks!
That book is great actually. It is a recommended read for beginners and advanced developers as well since it is written in such an understandable and easy-to-digest form that it just pulls you in and ...
Cooooooollllll !!! This is the video I've been waiting for in this series ... how to hook SciptableObjects up and call them appropriately vs how to use abstract classes for inheritance. I was starting to lean towards inheritance but don't usually see it in these tutorials so it didn't seem like the way to go. Thank you !!
awesome!
thanks for recommending the book - its exactly what I was looking for!
Jason - any more books you could recommend?
this channel is gold
So reassuring to see that what I've done so far corresponds to the conclusion, it's like receiving a pat on the head :D
love all your videos. thanks for the hard work. keep it up
Please keep up reviewing these design patterns. It's been really helpful :D
Keep going, these new Game Programming Patterns videos are awesome.
That was really clear and useful, thanks. I think that was one of your best design pattern tutorials so far :)
Congratulation for big follower's growth! ^^
altought the tutorial is amazing, i guess that know that we have ScriptableObjects, it's a little bit old.
Nice video, Unity3d College!
Thank you for this kind of videos! Love it!
You are a hero!
This is really cool, but I don't get how to read the scriptable object assets into script. Like if I want my character to start with some items in the inventory by default, or have an NPC hand them items, how do I get the asset?
For the attack methode , i usaully put it on the scriptable object .
man! many thanks for sharing your knowledge!!
Thank you Jason!
Nice intro! - did you made it?
Hey Jason, what's you opinion on the MVC Pattern for games ?
Specificly if implemented in unity with uniRex.
Really curious on what's your opinion on this.
You are amazing. Looking forward to more! Subbed forever
BEARD !!! BEEEEEEAAAAAAARRRRRD
I have a beginner level question.
Do these game design patterns work only with Object Oriented Programming? Or are some of them (or all of them) useful in Entity Component System style of coding?
If ECS doesn't use classes, I wonder how this stuff would even be implemented, or is it even necessary.
I still don't know how to use ECS, waiting for that stuff to become more mainstream with Unity crowd.
ECS DO use classes. Every entity IS a class :)
It should be noted that ECS absolutely is still object oriented. It's simply about composition rather than inheritance. While one implementation of this pattern shown used inheritance, many of the other examples might work under ECS style. I think a better fitting pattern might be factory, as that's basically the same thing but more composite focused.
Anything on EXPRESSION TREES ...
Hey man.. around 15 you are showing Attack Method inside weapon class.. I think it could or even should be in your scriptable Object.
If so, you could still have a base so weapon data and some different specialized weapons doing cool things and your weaponv2 class doesnt need to know about it.. I think that using methods inside SO is a very very cleaver solution for this stuff
I have no idea what's the difference then between prototype and type object
thx
Great video! Question on large external data files and Scriptable Objects. I like the flexibility of being able to drag and drop Scriptable Objects in the editor (it would be a main workflow for game design in the project), yet I need 100s of them... maybe more. Is there a known process to have a directory of Scriptable Objects mirror an external database? I mean this in both directions: if a change is made in the directory of SOs, then update the external database, and vice versa.
I understand this might be prone to lots of issues, I'm still trying to think this out... but if you've experience with this please let me know! Thanks!
You can write an editor script to pull from a database and create/destroy scriptable objects as needed in a designated folder.
I really wanted the knight devastate that enemy.
isn't it same logic with state machine.
Its look similar to Flyweight Pattern
Great
Jason files...
why there are so less views?
+1 comment
Odin?
Jason,
good tutorial as usual, but you have to do something about that beard...it adds too many years to you