Announcement

Collapse
No announcement yet.

Ongoing C++ Gameplay Example Series: Making a Survival Game

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    #91
    Tom not really sure what I am doing wrong as I am just starting with C++ in UE4 but if I load your project it always crashes when trying to open it in Visual Studio:

    ERROR : Project ".\Workspace\Unreal\SurvivalGame\Intermediate\ProjectFiles\SurvivalGame.vcxproj" could not be found.

    Comment


      #92
      Originally posted by sHTiF View Post
      Tom not really sure what I am doing wrong as I am just starting with C++ in UE4 but if I load your project it always crashes when trying to open it in Visual Studio:

      ERROR : Project ".\Workspace\Unreal\SurvivalGame\Intermediate\ProjectFiles\SurvivalGame.vcxproj" could not be found.
      That's my bad, the .sln should have been removed from the repo by now - somehow it's still there. You need to right-click the .uproject file and click Generate Project files to generate all local files (eg. the missing .vcxproj file)

      ----

      Edit: Was playing around a bit with the new Kite demo assets to see if I could use it for this project (it's a *bit* hefty on size with 6.3GB)

      Anyway, this happened:

      Last edited by Tom Looman; 04-04-2015, 09:46 PM.
      Game Developer @ LODZERO - My Twitter | tomlooman.com UE4 samples & tutorials | C++ Survival Game (Open-Source)

      Comment


        #93
        Just checked out the documentation for this on your Web Page.
        Always some great stuff over there! ☆

        Have a cold one!
        WCode

        Comment


          #94
          Hey Everyone, chiming in. I'm gonna pick this tutorial up in my down time. Got other projects that need my attention but I should be able to follow along as modules get released.

          Thanks a bunch Tom, good to have people like you who will put effort into something like this.

          Comment


            #95
            Thank you so much, Tom. This is what i have been looking for a long time. Wish you luck

            Comment


              #96
              Great! Can't wait to see it!

              Comment


                #97
                Video update for Section 2:

                Game Developer @ LODZERO - My Twitter | tomlooman.com UE4 samples & tutorials | C++ Survival Game (Open-Source)

                Comment


                  #98
                  Hello there,
                  Everything is cool , i wait section 3 this week .
                  It's will be really cool , a camera shakes when character runs fast...
                  Great job Tom & thank you

                  Comment


                    #99
                    I'm quite enjoying this series, but it seems to be focused on doing quite trivial things that you could easily implement without C++.

                    At the moment it just looks like 'I back ported these blueprints to C++, it's kind of annoying I know, but hey look, it is actually possible! Hi-5!'.

                    As it is, the project heavily uses blueprints already.

                    How about some stuff that you can't easily do in blueprint, that make it actually meaningful to use C++?

                    - Using plugins to create modular units you can drop into any project

                    - Unit testing your C++ using the automation tool

                    - Using 3rd party C++ libraries and creating UObject bindings for them to use 'in game' (eg. https://github.com/tunnuz/cpplex to generate random levels).

                    - Procedurally generating meshes

                    - Using threads, tasks and events, not just timers.

                    - Using FHttpModule to commuicate with a json rest service for authentication / char

                    I mean... I'm enjoying reading this, but so far I'm looking at it going, 'why wouldn't you just use blueprints for this?'

                    Comment


                      Originally posted by shadowmint View Post
                      I'm quite enjoying this series, but it seems to be focused on doing quite trivial things that you could easily implement without C++.

                      At the moment it just looks like 'I back ported these blueprints to C++, it's kind of annoying I know, but hey look, it is actually possible! Hi-5!'.

                      As it is, the project heavily uses blueprints already.

                      How about some stuff that you can't easily do in blueprint, that make it actually meaningful to use C++?

                      I mean... I'm enjoying reading this, but so far I'm looking at it going, 'why wouldn't you just use blueprints for this?'
                      Thanks for your input shadowmint!

                      I wouldn't say it's heavily using Blueprint at this moment. There is little to no logic nodes being used in Blueprint. It's all for set up and assignment, which is a very natural way to deal with content. Doing it forcefully in C++ would only introduce bad practices.

                      All your topics are interesting to cover. The goal of this project is not to show what is not possible in Blueprint, but to demonstrate and explain gameplay concepts in C++. If you wish to use Blueprint, by all means go ahead - I'm just here showcasing the C++ gameplay end of the engine.

                      I'll pass along your list of topics to learning resources.

                      - Tom
                      Game Developer @ LODZERO - My Twitter | tomlooman.com UE4 samples & tutorials | C++ Survival Game (Open-Source)

                      Comment


                        Originally posted by Tom Looman View Post
                        It's all for set up and assignment, which is a very natural way to deal with content. Doing it forcefully in C++ would only introduce bad practices.
                        As you've just pointed out, the engine is designed around using blueprints; not necessarily blueprint scripts, but its inevitable that you will use blueprints at some level.

                        Don't get me wrong; I write as little blueprint scripting as I possibly can, but not arbitrarily: I do it because its testable, it's easier to collaborate with other coders, you can use external libraries, you can use existing code review tools, its faster; ...but sometimes, either 1) the engine is too weird (AddDynamic say), or 2) you need to tweek the logic of something constantly and you end up using blue prints, because they're a better choice for those specific cases.

                        I personally just think that the tutorial series would be slightly more meaningful if it covered 'why am I using C++ for this part?'; maybe even add some blueprint scripts which use exposed C++ functions and then cover 'why have I chosen to use blueprint for this part instead?'.

                        That feels like it would be more practical to the majority of people using a combination of C++ and blueprint scripts in their games, rather than just the arbitrary decision to only use C++.

                        That said, I mean, I get it. This is just a C++ showcase, and like I said, I'm enjoying the read~

                        Just passing on my 2 cents about what I, personally, would like to see.

                        Comment


                          Originally posted by shadowmint View Post
                          I personally just think that the tutorial series would be slightly more meaningful if it covered 'why am I using C++ for this part?'; maybe even add some blueprint scripts which use exposed C++ functions and then cover 'why have I chosen to use blueprint for this part instead?'.

                          That feels like it would be more practical to the majority of people using a combination of C++ and blueprint scripts in their games, rather than just the arbitrary decision to only use C++.
                          That is a good point. I'll keep this in mind for the upcoming sections and see if I can be more explicit about that.
                          Game Developer @ LODZERO - My Twitter | tomlooman.com UE4 samples & tutorials | C++ Survival Game (Open-Source)

                          Comment


                            @Tom: I'm eagerly following this project, couldn't start out yet though since I'm still learning C++ right now. My question is: How many players can this project support ? Could it handle 50 players on a server at once ? What about saving stats or items after logging off ? Can you implement this in the end too ? This would be gold!

                            So far, awesome work all the way! Loving it though I don't understand much at the moment due to lack of C++ knowledge

                            Comment


                              Originally posted by IceDealer View Post
                              @Tom: I'm eagerly following this project, couldn't start out yet though since I'm still learning C++ right now. My question is: How many players can this project support ? Could it handle 50 players on a server at once ? What about saving stats or items after logging off ? Can you implement this in the end too ? This would be gold!

                              So far, awesome work all the way! Loving it though I don't understand much at the moment due to lack of C++ knowledge
                              I'm building the project as a small coop project. At the moment I don't have any large world features planned. Persistence is definitely interesting - but I can't make any promises
                              Game Developer @ LODZERO - My Twitter | tomlooman.com UE4 samples & tutorials | C++ Survival Game (Open-Source)

                              Comment


                                Hi Tom,

                                this is a really cool Project and I think this will help a lot of people. Since you started it in GitHub I did follow the progress, a few minutes ago I checked for the latest commit and found a funny bug. As soon as you approach other Player or AI characters the gun fire doesn't do any damage on a certain distance. For example, I'm like 10m away everything is fine but as soon as I stand in front of other characters the damage doesn't count. I didn't dig into the code yet, just wanted to share it asap.

                                Cheers
                                - tucow

                                Comment

                                Working...
                                X