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Latest cpp Activity
Update 5 How to write C++ variables for Unreal blueprint; UPROPERTY Basics
What's wrong with just putting EditAnywhere on everything? Here I explain the different mark up keywords for configuring UProperty variables for the editor.
The reason you don't want to use EditAnywhere on everything, …
Perhaps the most common way someone learning to write C++ in Unreal accidentally crashes the game.
Without safe mark up, you can create a ticking time bomb for a crash. C++ can be dangerous if not careful. Blueprint ensures this type of situation isn't possible, but with C++ it is on you to ensure y…
On computers today, all of main memory is equal. An array is an array is an array. The functions need a pointer to some data organized in a specific way. They don't care what you did to organize the data in the right way, all that matters is that it is formatted as expected.
@1negroup Is the whole screen flashing? I'm not familiar with xlib, but problems with flashing/flickering make me think you're not using double buffering or if you are using DB, you have an erase screen flag set as true when it should be false.
Writing a web server endpoints? Php is fine, so is Javascript. But feel free to go ahead and torture yourself writing nginx module in C for your small website (yes, there are situations when this makes sense - but that's not everywhere).
How to make a new C++ actor and use it in blueprint!
Some Dos-and-Don'ts of creating Unreal C++ classes that can be used in the editor and blueprint.
Basic Unreal Header Tool Introduction and how to properly mark up your classes to be used with the Engine.
Unfortunately this video was recorded …
How to set up some commonly used AAA tools for C++ programmers who make games in Unreal!
(Scroll down for video)
Once you get into the industry, you will find that there are some common work flows and tools used among AAA developers at various studios. I go over some of these tools and how to set the…
Thanks everyone,
Yeah, I know SDL2 inside and out. I thought this book was SDL2 ?. I just found the book interesting and some of the things they were talking about at the end. Thought I might pick up some concepts of using SDL differently and abstracting it. I still think I could, but if it's SDL1 t…
It's over, I've finally completed my from scratch game project!
The final stretch has been far from glorious.
Rather than making features, it has been nonstop bug fixing.
To reach feature complete, I started just writing down non critical bugs rather than fixing them.
But after feature complete, I star…
A level editor that can be used to make mods.
I've strived to make tools that can be used to add mods to the game, and build the game through those tools.
This update brings the level editor.
You edit the level with a free form WASD camera.
You can create, save, and load level JSON files …
How to stop a camera from clipping into models; without using raycasts (because my engine doesn't have easy an easy generic ray cast system).
My firsts idea was to just slap a collision shape around a camera, but this has some issues.
By surrounding the camera with an OBB (oriented bounding box), we …
An algorithm created to make AI not fly into things (it's not boids).
The high level idea is to create avoidance spheres.
When an ai agent enters a sphere, it avoids the center.
The deeper the agent goes, the more avoidance it has applied to it.
The avoidance removes a portion of its desired direction …
Adding hand-made collision to the large ships so that fighters cannot fly through them.
I tweaked the model editor so it can load in models to define collision shapes.
There now is an XRay mode that lets you see wireframe of the ship with colored rendering of collision shapes.
To debug collision in th…
I've created a starfield environment to give the game some life.
no longer do you have to fly around in pitch black, getting lost in the void.
now there are stars, planets, and a local sun.
the fighters are now lit via the local star's direction vector from the origin.
the planets are also lit f…
When I started game engine development, many thought it was impossible for one person to build a game engine. But I proved that I could build a game engine with an old computer without a budget. Of course, there is still a lot of work to be done.
Vanda Engine is a free and open source game engine fo…
@LorenzoGatti Wow, well actually I haven't thought of that, but I think that I could easily extend the Renderer system with flag that indicates if it's needed multiple times, and then creating multiple lists in the RenderingEngine, but maybe I'll have to do a little bit of redesigning. I'm just abo…
Aeshma said:
Those 6 normals are indexed 36 times.
Oh, yes, I see now.