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Cygon

Member Since 12 Oct 1999
Offline Last Active Mar 03 2015 03:04 AM

Posts I've Made

In Topic: Unreal Engine 4

19 December 2014 - 04:21 AM

I'm on the same path :)

 

You can find a good overview for the different concepts (blueprints, actors, components, game modes...) of Unreal Engine 4 here: Unreal Engine: Getting Started.

Once you have a rough idea of how the engine is put together, you can follow this free book: Blueprints - Master the Art of Unreal Engine 4 Blueprints

 

The book is very specific (less a comprehensive explanation and more a "look over my shoulder while I make something"), but if you've already got some experience with other engines or know a bit about their design, you can probably connect the dots and figure out the general workings. While learning the workflow of an experienced at the same time.


In Topic: What if game engines were cars?

03 December 2014 - 09:03 AM

Haha, love these kinds of comparisons :)

 

I would have taken proprietary engines from another angle, since they're so often tailored to a very specific usage. Like, a car with a single seat only fitting a specific driver who is expected to stick his feet through a hole into the engine compartment where he can direct the front wheels and control the fuel/air mixture with his toes to accelerate or slow down. Needs a picture of a tuned old french budget car :D


In Topic: What does your IDE look like?

17 November 2013 - 02:26 AM

I'm using the built-in Visual Studio "Dark" Theme with colors from the Solarized Color Palette for syntax highlighting. The designer of that palette lists all kinds of color theory stuff that he took into account, all I know is that the colors contrast perfectly and that the brightness is very consistent.

 

7TscqVE.png

 

I'm using the Lucida Console font because I find it more readable than serif fonts.

 

The width of the code view is set to show exactly 100 columns because I dislike horizontal scrolling, so I break my lines before that length (traditional 80x25 feels just a little bit short for modern code and 100x37 is the next larger terminal size).

 

EDIT: As requested by asvsfs, also providing the vssettings files:

http://blog.nuclex-games.com/downloads/Solarized-VS2012.vssettings

http://blog.nuclex-games.com/downloads/Solarized-VS2013.vssettings


In Topic: Challenge #2: What tools can you not live without?

05 June 2013 - 04:31 AM

Blender. It was infamous for forcing people to memorize a ton of keyboard shortcuts before they could get any use out of it, but since the 2.50 redesign it has become very intuitive and its workflow allows me to work at insane speeds. Despite only being a 40 MiB download, it is a very complete tool: apart from modeling and skeletal animation, it can also do texture painting and sculpting (very similar to ZBrush).

 

PixPlant. There's an estimated ton of seamless texture generators out there. They all employ the same lazy technique: use a transparency gradient at the texture borders to blend over to the texture's other side. Voila, seamless. The makers of PixPlant actually tackled the problem: PixPlant allows you to select polygonal regions from a image to use as basis for a texture, applies perspective correction, tone correction and brightness correction and then puzzles these regions together so their features match up as good as possible.

 

Grindstone 2. Tracking time is a useful habit for a developer and having a place to write down tasks is a boon. Grindstone was a time tracker that aimed for simplicity. A task list, a play and a stop button. Things you used less often, like reporting, client/project overviews, invoices, etc. were tucked away and out of view. I'm talking in the past tense because, after a particularly silly PC World review that wanted more funny colors, they made a version 3 with a cluttered UI and pointless gimmicks like achievements (yes, really). Thus I recommend version 2, but not version 3.

 

Jasc Paint Shop Pro 9. It's a very fast and slim bitmap editor with tons of effects and color adjustments. It also supports layers and alpha channel editing. They were acquired by Corel which promptly added tons of bloat and DRM to it, so if GIMP and Paint.net aren't your cup of tea, I recommend the old Jasc Paint Shop Pro. It causes Windows 7 to temporarily disable the Aero shell, but works really well on Windows 8 again.

 

UML Sculptor. The original project hasn't received an update since 2002, but I've fixed some bugs and added .svg export to it. UML Sculptor is a UML class diagram editor that consists of a single executable. It's like drawing on a piece of paper - add a class, double-click under "attributes" or "methods," type you method name. No combo boxes, no method entry dialogs, no round-trip engineering. Ideal for brainstorming, communicating ideas and documentation.


In Topic: Game: Appstates and management

22 August 2012 - 01:45 AM

It's usually referred to as a "game state manager" - that at least will yield you several results on Google. Also see the related "state pattern".

I was in a similar situation with my last game but ultimately settled on writing my own when each and every example either tightly coupled the game states to a specific engine or library, or decided to hard-code it for one purpose.

If you can use it, I have published my code together with a small article showing how to avoid common design pitfalls here: Game State Management.

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