I tried to learn programming whilst learning to use the UDK + unrealScript and it wasn’t untill I learnt java and C++ in a totally non game development environment environment that I started to understand it.
I would strongly advice that you learn to programming outside of the Unreal Engine, working with blueprints will be a good way of getting started, but as for the C++ stuff, you should learn C++ by itself first, that means creating boring programs that do things like calculate the volume of different shapes and creating an object called dog, that in inherits from another object called animal, and making the dog print woof and the cat print meow. You’ll know what I’m talking about when you get to these exercises. Asking questions on programming specific forums and irc channels would be a better way to get started with C++.
More likely than not you just want to make games and the UE4’s Blueprint system is capable of anything you are likely to imagine.
@: I will be starting doing the boring stuff,since I’m following all the link I was given,I said I like the exploring blueprint with c++ idea but I realize that is a far goal.
at 2:24,in that graph is showing the blue portion on the right and it says (y >= -x) && (y < x), but with this condition with x=1 and y=1 wouldn’t that prove the blue triangle to be wrong?! Because you know,in that case y wouldn’t be inferior x…is it a typo or am I missing something? :S
You won’t be able to stuff japanese characters into char variable. Also, you’ll have significant difficulty displaying them on console on windows platform.
On windows platform japanese text from char* variables will display if system local is set to japanese and source file is encoded in shift-jis encoding. However, such text will properly display only system with shift-jis encoding and will look like nonsense on every other computer.
IIRC your terminal on windows uses 8bit encoding to display characters. Even if you use unicode functions to display text you’ll either see ??? instead of characters that are not part of current encoding OR text will be printed out misaligned.
Linux handles that kind of thing better, but it is pain to work with even there.
To store hiragana/katakana and kanji characters, you need to use wchar_t types and wstring.
When you’re working with Unreal Engine, you’ll need to use FString/FName/etc, because they come with unicode support.
But they are not supported on MSVC 2013 which is used with current version of Unreal Engine.
Also, msvc itself will routinely fail to auto-detect encoding of your file. If you saved your source as utf8 but work on shift-jis locale, editor will detect utf8 encoding, but compiler will treat them as if they were shift-jis. That can actually lead to compile errors, because some character combination, when treated as if they were shift-jis encoding, can magically turn syntaxic elements (like brackets) of C++ programming language.
My advise is: avoid printing anything that is not ASCII into console. That’s asking for trouble.
Use wchar_t and wstrings (and FString, when working with unreal) if you need to store international characters. While you’re still learning, stick to english and ascii character set. When working with international text in C++, you usually stick with some library that supports Unicode or Utf8 strings and use that, instead of standard string functions.
@: I won’t be messing with japanese for a while,just testing the boundaries xD
Also forget my last question,I realize now the graph was meant to be used with double,not integer
Yes Marcus, you should be starting a new thread for other questions. If the question doesn’t fit at all with the thread’s title, it’s probably good for it’s own thread.
Yes he’s right. Please start new threads in the matching sub forum with a matching title.
If you have multiple questions when creating a thread, you can post them all at once, but for new question i would start a new thread.
And i would FIRST search google/answerHUB/forum for answers, because most beginner questions are mostly solved.
I learned programming logic early 2000s when I was a kid, with “Blitz3D” app.
Unfortunately their website is dead now, but source code of the application is open source on GitHub: