Weekly Update
- Details
- Category: Unrealengine
Time is flying! I do plan on writing an article each week, but things keep getting in the way, so here I am on a Sunday evening. I won't lie, The Division Beta has consumed a fair bit of my time this weekend, but today I did spend most of the afternoon working on the UnrealEngine boids code. In fact, the core boids algorithm is pretty much done, now I'm building up a UI, PlayerController etc. around it with a view to making something kinda playable. It's been an interesting experience getting something working in UE4, one thing I have learned is that they really, really want you to use Blueprints! Getting some things done in C++ is a bit of a mare and the documentation is sparse in comparison. Anyway, most of the learning work is done now, I'm starting to pad out the game with more types of boids, implement a repel/attract value and a few other things. I have some ideas for a game that could come of this but it's going to have to be the product of what appears while I'm tinkering.
No new videos for now, although I will say the code will happily chug 6-700 boids around after a few revisions. More than enough for what I need. I expect to have a lot more visually interesting things to show this week.
Boid Updates
- Details
- Category: Unrealengine
Still ploughing through the tasks here at cashworth HQ, mostly breaking the hump of the UMG system and UE4 architecture. Adding in a UI to enable adjustment of algorithms on the fly, amongst other things. Progress is being made! I've still got a lot of tidying up to do, and a round of optimisation before I'll do a proper write-up. In the meantime, here's some boidy video grabs.
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UnrealEngine Beaten
- Details
- Category: Unrealengine
Got all the UE basic structure, pawn, controller, posession, level, gamemode etc. sorted out now. Boids behaving well with blueprints, Unreal Motion Graphics UI hooked up, now I can get back to writing gameplay code!
Here's the level graph, pretty straightforward. Looking to getting this optimised and packaged for people to use.
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Weekly Digest
- Details
- Category: Site
Article output is a little stalled at the moment as I've hit a slight learning obstacle with the UnrealEngine code. I've got a pretty nice boids implementation in place and it's now all hooked up so it can be used with BluePrints, but when it came to hooking up the UMG UI components I discovered my knowledge of the UnrealEngine basics was severely lacking. As such I've been hurriedly learning my way through the core GameMode/Scene/PlayerController/Pawn/Actor framework to replace the default objects that UE provides for you in an empty project. This involves a basic RTS camera and a few other bits and pieces, nearly done now.
Once I've finished this (in the next few days) I just have one core feature (terrain avoidance) to implement then I'll probably call it a version 0.1 and make a separate page as it's pretty clean usable code now.
In the meantime, I've been having some fun on some internal beta testing, seeing some ice hockey...and this week, being bloody cold!
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