NG-FPS
An Epic Mega Grants backed Master Thesis about creating the Next Generation (Multiplayer) FPS. (by jpetanjek)
ActionRoguelike
Third-person Action Roguelike made in Unreal Engine C++. Project for Unreal Engine C++ Course & Stanford University (by tomlooman)
Our great sponsors
NG-FPS | ActionRoguelike | |
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5 | 5 | |
67 | 3,191 | |
- | - | |
0.0 | 7.7 | |
over 1 year ago | about 1 month ago | |
C++ | C++ | |
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The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.
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.
NG-FPS
Posts with mentions or reviews of NG-FPS.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-04-23.
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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.
ActionRoguelike
Posts with mentions or reviews of ActionRoguelike.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-09-14.
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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.)
What are some alternatives?
When comparing NG-FPS and ActionRoguelike you can also consider the following projects:
RuntimeMeshComponent - Unreal Engine 4 plugin component for rendering runtime generated content. [Moved to: https://github.com/TriAxis-Games/RealtimeMeshComponent]
FlowGraph - Design-agnostic node system for scripting game’s flow in Unreal Engine