I’m Matt Canei, Creative/Art Director on Hanako - Soul of the Samurai (http://www.hanakogame.com). Next week our Lead Programmer, Ajani Thomas, will be covering C++ Programming in UE4 on live on Twitch (www.twitch.tv/hanakogame). We want to give back to the community and help provide answers to challenges we’ve faced making an Indie game and maybe help facilitate what awesome stuff you all are working on.
He’d like to know what kind of questions and topics you’d like to see him cover, they could be ranging from Getting Started to advanced topics. He will choose what he thinks will make for the most useful stream and present live for an hour to two hours depending on scheduling and what topics come up.
Please please please, netcode! There’s plenty on general networking concepts, so if you could just dive right in to the specifics of UE4’s replication, tips and tricks and so on, that would be amazing. <3
Connecting to a local or remote database and using data from it. Not necessarily how to build the foundation, but just code-wise how to set it up so that data can be passed to and from the client machines/ game securely.
I’ve seen this question asked elsewhere. Having the game connect directly to the database is a bad idea. What you would want to do is setup a web service that the game would make calls to.
On topic: I’m with everyone else in wanting to understand the networking a bit more.
Yea, I’ve seen that as well, for connecting to a DB server. You could also implement a localized database file to store information in (easier to ship DB file updates rather than recompile the entire game and ship out). In either case though, you want to connect to either the server or file securely and pass data back and forth. I dunno, perhaps I’m overthinking it.