ActionRoguelike
NG-FPS
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ActionRoguelike | NG-FPS | |
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5 | 5 | |
3,191 | 67 | |
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7.7 | 0.0 | |
about 1 month ago | over 1 year ago | |
C++ | C++ | |
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Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
ActionRoguelike
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So You've Decided to Move from Unity to Unreal Engine
A course that finally made Unreal "click" for me, after years of toying with it, was Tom Looman's 'Professional Game Development in C++ and Unreal Engine' course. The source for what you build (with the chapters available in the git history) is here. [1] It was based on a class he taught and so also includes homework, which I found infinitely more valuable than just following along in a 'Here's how to [x].' type lesson.
[1] - https://github.com/tomlooman/ActionRoguelike
- Is there a public github repo of a game made in Unreal?
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Question Regarding C++ SetTimer
In this case you could search for examples of SetTimer use inside the engine project to find plenty of useful examples, I also search through good example projects in the community like this when using things I'm not too familiar with as well.
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Tom Looman Course
You can get the project files from his github: https://github.com/tomlooman/ActionRoguelike
- Released my free open-source C++ "Action Roguelike" for UE4 on GitHub! (AI, Multiplayer, SaveGames, etc.)
NG-FPS
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Server side vehicle physics engine?
Also recommend these documents + samples as a starting point, https://github.com/jpetanjek/NG-FPS
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"Just add multiplayer"
Oh as long as we are posting life consuming github pages.
- It would be cool if engineers could dig trenches to protect against arty.
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**Do you keep a devlog of your progress? Where? Why? And What do you log?**
For example: https://github.com/jpetanjek/NG-FPS/wiki
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The influence of lockstep and state sync on games
Yes you are right when you say that these are arbitrary, since, like I mentioned, the accumulator has the last say on what actually gets replicated ect. To address theoretical player numbers, these were given for lockstep, which is hard to optimize, since like I said all inputs must be received, and again they assume no CPU bottlenecks. I did not address state sync/positional updates as it is a huge topic reserved for my next video specifically, which has a wiki post ready for it, where I give my breakdown.
What are some alternatives?
FlowGraph - Design-agnostic node system for scripting game’s flow in Unreal Engine
RuntimeMeshComponent - Unreal Engine 4 plugin component for rendering runtime generated content. [Moved to: https://github.com/TriAxis-Games/RealtimeMeshComponent]
UEViewer - Viewer and exporter for Unreal Engine 1-4 assets (UE Viewer).
EpicSurvivalGame - Third-person Survival Game for Unreal Engine (Sample Project)
Ue4MarchingCubes - 📦3D Perlin Noise using Marching cubes algorithm for Unreal Engine 4📦
FlyDangerous - A love letter to the Elite Dangerous racing community ❤
carla - Open-source simulator for autonomous driving research.
nexify.io - Develop your skills with programming courses, explained step by step, to learn by building things.
CoopShooterUdemy - C++ Coop Horde Third-person Shooter for Unreal Engine 4 (Udemy Project)
DataConfig - Unreal Engine JSON/MsgPack serialization framework