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Scouting Ninja

Member Since 04 Mar 2013
Offline Last Active Today, 05:20 AM

Topics I've Started

Unreal 4: c++ vs blueprints

21 August 2014 - 11:52 AM

So is there any real difference between using c++ and blueprints in unreal 4?


I have searched post using Google and it seems the largest difference is speed, yet there are large variances on how much faster, and no solid prove.

With my own test I made large looping functions using both, and found no significant drop in frames.


The c++ tutorials for unreal seemed focus on creating blueprint functions, that can be made within the blueprint editor.

My own tests proved that I could add small features that the blueprint couldn't, like making a Actor input for a material.

Assigning a material before a mesh caused visual studio to break, this makes blueprints seem safer, because then there is no way to have a material input without a mesh.


Is there any unique functions that can only be made with c++, or is there any thing that c++ is more efficient at than the blueprints, besides speed?

How to make a AI choose?

13 August 2014 - 04:25 PM

I have very little experience in AI programing and was wondering how I would make the AI choose the best option for it's self.




Small Sword     = 1   dmg   /cost: 1 point  


Medium Sword = 5   dmg    /cost: 5 points


Large Sword    = 15 dmg    /cost: 10 points


Total points = 12


So any player seeing this will know that the large sword is the better option, but I want the AI to know this.


I can't just tell it to use the highest costing attack because the values will be random.

I don't only want it to compare attacks it should also be able to decide what enemy to attack if there is more than one?

CG or GLSL ?

06 June 2014 - 07:41 PM

I want to learn a shading language and was wondering which would be better for the long run.


I already know a small bit of HLSL, Cg and GLSL, but my knowledge is four to five years out of date.

I would like it to be Cg or GLSL because I prefer using Panda 3d or Blender for my own pet projects, yet which would be better to learn?


The kind of shaders I wan't to make are tessellation, physics based shaders and any other interesting ones I learn about.

I am hoping that someone who stayed in touch with shader development could advise me.

How to rig a car for a 3d game

09 May 2014 - 05:26 AM

Recently I modeled a car for my game and made a physics rig for it, only to find that it didn't work at all.


This is the first car game I am working on and I would like some advice.


Is there a difference between a rig used in a game like GTA to one used in NFS ?

Where can I learn how to rig a car?

What physics is involved in a car game?


I am especially concerned with the wheel axis, my own rig's wheels would turn witch ever why thy wanted.

Legal question about 3d max student license, exporting a mesh.

09 September 2013 - 08:58 AM

I am inexperienced with a lot of laws regarding contracts.


The 3D Max student license agreement states that you can only use it for personal education and not for commercial use.

This obviously means I cant sell a mesh made with 3D Max under the student license, what happens if I import it to a other 3D modeling software?


If I import a 3D Max model into Blender it doesn't really load the model in, it rebuilds a mesh based on the mesh of the 3D Max model

does this mean it changes the license to Blender's license instead of the student license?

Can I now export the mesh with Blender and sell it?

If I did do this, how would thy ever know?