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Dublin Unity3D Development Discussion
Thursday, January 26, 2012 from 6:30 PM to 10:30 PM (GMT)
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).
As of 3rd January, 12pm, we have nine attendees, including the following development studios (listed alphabetically):
My name is Mark Aherne.
Over the past year I've been developing and refining my own methods of managing and structuring a game in Unity using C#. I'd love the opportunity to share these with others and discuss their solutions to these problems. By pooling our experience and knowledge we can help to improve the quality of our code and, by extension, our games.
I've also integrated the Lidgren Network Library and Jitter Physics with Unity for my game development, to give me greater control over the networking and physics (for multiplayer simulation). I'd be happy to discuss these too.
That's not to suggest that everything I do is the best way of doing it, this will be an opportunity for everyone attending to learn even better ways of doing things.
You can find me on Twitter @WiredMark.
When & Where
Email mark at wiredireland.com