I am curious, what type of features in a game would require advanced math? And is it possible to bypass these math requirements by buying marketplace assets which already solve the problem? For example, programming an AI or implementing melee attacks and grapples.
At the very least you should understand what Vector is and how to use it. Everything else depends on the type of game you are making. Physics and rendering will require rather advanced math skills and knowledge, but not every game you make will require you to touch these subjects (this is what UE4 is here for).
Sometimes simple but highly customized character work requires intricate math.
But in general there’s more math is 6DOF space-shooters / RTS type games etc.
And usually less in straightforward FPS shooters / Top-down RPG / sidescrollers.
Maybe / Its possible… It just depends how well those assets are ‘black-boxed’…
The good news is there’s lots of free material on the forums to help devs get by.
Game work is excellent for that in general, you can often get away with murder…
But if you’re doing heavy customization, you won’t really get away with bluffing!
When you say rendering, what exactly do you mean? And physics, what specific game systems would require physics? Lets say I am making an FPS, would I need to know physics? I am not planning on implementing any jetpacks, etc.
What kind of customization do you speak of, specifically?
Customization beyond vanilla templates for characters / vehicles / weapons…
So beyond what’s available in Epic / Marketplace / Community templates etc.
For example there are several free and paid-for 6DOF templates available.
But lets say you want your ships to exhibit very different space behaviors.
Then you’re looking into actually having to understand Quats & Rotators…
Characters / character movement can also sometimes be deceptively tricky.
Why not give specific examples of the type of games you want to make…
For instance an FPS can be heavy on physics or very light, it just depends.
Well, basically, two character types, one is just a brute with limited mobility, but uses a flashlight, can lean to get a better shot, equipped with a rifle, handgun, grenade, melee kill. Basically your generic fps.
the other class, can climb ledges, take cover, sneak, etc. think assassin’s creed with guns, I guess. I am not too worried about the ledge system, as I will probably buy the alex3d ledge system.
I am going to use ikinema, if that means anything to you.
My only concern is aerial assassinations (how do I implement this? I assume I will have to use math to calculate when an enemy is below me, then execute the kill animation at a certain distance from the enemy), lighting (I need to calculate how much light is shining on a character), turning sound from within a 20 ft radius into a visualizer (shotgun goes off, visualizer(sound meter) displays how much sound was generated), and potentially creating an air drone that can be user controlled. That is basically all I can think of at the moment.
this is just a small multiplayer game, with bot backfilling (ai replaces empty player slots in a match).
FTC’s Adventure Kit / Parkour might be worth a look too, plus this as its community.
Calc enemy below can be easy as GetDistanceTo, compare Player Vector Z - offset.
If its a distance weapon there’s several ‘Homing projectile’ templates to work off.
Remote Craft, flying & 6DOF templates exist and they’re fairly easy to understand…
Stable craft are easier to fly remotely, so if realism is optional Interp it vs. Physics.
Thanks for pointing me in the right direction! I didn’t know about these templates.
No worries, good luck!
You need good knowledge and understanding of Trigonometry to make any game, simple FPS or not.
Thankfully, the engine provides a lot of useful functions already - but you still need to know how, when and why to use them. You’ll only learn by practicing though.