Posts

Showing posts from August, 2020

Unreal C++ Course - Update #5 - From Text-based to 3D! (Don't talk to me about pointers)

Image
 Did I mention I'm trying to learn about pointers... Theory over practical The instructor is really glossing over the technical aspects, so of the 12 tasks completed since last post, most are related to the UE Editor / AActor class. However, I am anxious to ensure I don't just learn how to create the 5 projects they show us how to create, but can also apply what I have learned to my own project. I am not struggling for ideas, just the tool-set to materialise them. Pointers, so far, do look   very powerful and simple to use. They also look really simple to destroy the (virtual) world with. The game concept I have in mind will have many entities, each with a lot of properties, so performance will be a factor. Not constantly crashing or random values changing unexpectedly are also factors. The point is (I'm sorry) I need to know how to use them. My learning process Thanks to comments on this blog (I knew it would be useful somehow!), I have a better understanding of pointer...

Website Update #1 - Must delay learning about pointers by any means necessary!

Image
I worked on the website! Now is a good time to mention that web scripting was my first venture into ComSci, so this website will probably look quite different as I start new projects and learn new skills. I am not even hosting it at the moment (thanks Google)! I wanted to start small this time and focus on learning C++ for now, however I felt it necessary to make some quality-of-life improvements (read:badly executed hacks) to the WYSIWYG blog experience. Replaced the static profile section with a nicer, more functional one: Removed link to Blogger profile I am not going to use. Clickable profile image that takes you home. Snazzy subscribe button that takes you to an antiquated (but very nicely functional) email signup form: Up to once a day, if I posted anything, you will receive a digest of all posts made that day. Contact form that was cluttering the page and looked bad on mobile replaced with a link to a dedicated page containing the exact same form but better behaving. Despite Blo...

Unreal C++ Course - Update #4 - Project 1 Complete!

Image
 Last night I was able to complete the second of five projects in the course!  This project was of middling duration in terms of lecture time. This puts me at about 10 hours completed out of 31 hours, or 32% complete by lecture time. As the work to lecture ratio is likely going to increase, I predict that puts me at no more than 25% complete.

Unreal C++ Course - Update #3 - Referring to "the words"

Image
My first handwritten post on this blog! I managed to study for a couple of hours after work today: I wanted to add a little more context to what this meter means. Truthfully, the tasks are not proportional to the lecture length. The lecture material gets much longer for the later projects, and I can only assume that the exercises will swell in tandem. I think this is a good sign, as at this stage I am being given the building blocks to execute more complex ideas with more of my own interpretation later on. But it does mean that we have a long way to go yet. The meter would imply that I am 36% through the course. If I had to guess, I would say that is more like 20%.

Unreal C++ Course - Update #2

Image
 This post is included for posterity. It was originally posted in my now-defunct Discord server. The tasks get longer and they'll keep getting longer: [Later that day] After that paltry difference in tasks completed I felt the need to slap a more reasonable update in as there was a section that focussed heavily on something I had prior knowledge about so I've been watching the last few lectures at 2x speed (did find a tip to make my code way more efficient):

Unreal C++ Course - Update #1

Image
This post is included for posterity. It was originally posted in my now-defunct Discord server. I want to slap these in as frequently as possible to show some progress, even if it isn't much:

Stop Trying to Develop & Start Learning How - A case study

Image
This post is included for posterity. It was originally posted in my now-defunct Discord server. In the last month, I have not worked on the game concept I talked about here. It was not an idea I am passionate about. I have been playing Magic the Gathering Arena recently, and really enjoyed the interactions between cards. This reminded me of my all-time favourite game, Anarchy Online, which could almost be considered a real-time card trading game, as unlike most other MMOs, that lean on levels and class limitations, AO did things differently. Although it had level and class limitations, level limitations were usually used as a last resort, and class limitations more implemented to encourage teamwork in an MMO, after all. There were also breeds, that very rarely acted as a limitation, but did act as an overall bias on the skills- if you wanted to min max a particular build. The key here is the structured, logical freedom this provides.  The two pillars AO leaned on were buffs and equ...