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• ### Similar Content

• By drcrack

It is a combination of fundamental RPG elements and challenging, session-based MOBA elements. Having features such as creating your unique build, customizing your outfit and preparing synergic team compositions with friends, players can brave dangerous adventures or merciless arena fights against deadly creatures and skilled players alike.

This time with no grinding and no pay to win features.

We're still looking for:
1) 3D Character Artist
2) 3D Environment Artist
3) Animator
4) Sound Designer
5) VFX Artist

Discord https://discord.gg/zXpY29V or drcrack#4575

• Hi everyone! I'm currently working on a series of books about 2D Shader Development.

The idea is to synthesize a bunch of techniques that are specifically useful for 2D, even if they work on 3D as well.

I released the first book last week. It's 4.99 on Amazon or free on the series website, https://www.2dshaders.com

This is an independent initiative, I don't work for any publisher whatsoever. The contents of the books are the result of a 4-year span where I started teaching this in Argentina and USA, always making the workshop better. Now I'm expanding it to make more sense in book form.

I'd love to hear your opinions on the idea and if you get the book let me know what you think.

By the way, the examples are in Unity, but the concepts from the book should be easily transferable to any graphics api/engine.

Hope you like it!

• While looking out for that pesky Terrator, our little alien is doing a bit of relaxed mining down on the new gas planet "Lelantos" this weekend....

• I have a native iOS game (objective c, XCode build) which I am considering to port to other platforms.
Core gameplay is based on solely on geographical maps, and custom drawing over maps. It also has Core Data. This part is complete in development.
What is not done yet is: monetization, gamification (leaderboards, challenges) and multiplayer functionality.
As I think more about it, I am tempted to think if this is the right time to move to a cross platform tool such as Unity. But before dedicating time to port my 5 years side-project effort in Objective C, I really want to know if its worth it.
- Does Unity support such plugins / assets that will fulfill all my above requirements?
- Unity Personal seems to have only 20 concurrent users - is it too costly scaling if I decide for extending to web and android platforms?
- What is the general workflow involved in publishing to iOS, Android, PC, and web platforms while using Unity? I mean to ask about various points of signing stuff, paying fees and getting certified.
- How long will it really take to port my entire Objective C project into Unity? I am somewhat familiar with C# but I am finding it hard fidgeting with Unity IDE as lot of things are focused around FPS and 3D while my game is still 2d - not much action involved. I seem bit overwhelmed by the list of features I see there. All in all, I do not want to lose my momentum while still making sure its portable to everywhere.
- Any assets I could use (for free to try basis in debug) that are relevant for my game?
- Last but not the least, are there any costs that I need to be paying upfront to Unity, for using it (apart from their monthly subscription model)? I don't understand their costing for multiplayer in conjunction with their subscription fees - if someone could kindly elaborate.
• By GytisDev
Hello,
me and few friends are developing simple city building game with unity for a school project, think something like Banished but much simpler. I was tasked to create the path-finding for the game so I mostly followed this tutorial series up to episode 5. Then we created simple working system for cutting trees. The problem is that the path-finding is working like 90% of the time, then it get stuck randomly then there's clearly a way to the objective (tree). I tried looking for some pattern when it happens but can't find anything. So basically I need any tips for how I should approach this problem.
Use this image to visualize the problem.

# Unity Embedding Python into C++ Game

This topic is 3682 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

## Recommended Posts

Hi, I've done a LOT of google research in an attempt to figure out exactly how to embed Python into my C++ application via Boost.Python. While I have succeeded somewhat in this task, there are still many unanswered questions I have. I also would like a sort of "community code review" of what I have so far to make sure that I am logically setting things up correctly. As of right now, I can successfully execute a PY script file and call a function from my embedded module, named "Script". Below is the C++ source code for the embedded part:
#define BOOST_PYTHON_DEF( func ) boost::python::def( #func, func )

using namespace boost::python;

char const* PrintHelloWorld()
{
return "Hello World!";
}

BOOST_PYTHON_MODULE(Script)
{
BOOST_PYTHON_DEF( PrintHelloWorld );
}

void BeginPythonTest()
{
try
{
if( PyImport_AppendInittab( "Script", initScript ) == -1 )
{
assert( 0 );
}

Py_Initialize();

object mainModule = import( "__main__" );
object dictionary = mainModule.attr( "__dict__" );

exec_file( "pythontest.py", dictionary, dictionary );
}

{
PyErr_Print();
}
}


Right now to use anything in my "Script" module, I have to explicitly import it via Python. I would like C++ to import this for me, however I haven't been able to figure out how to automate this task. Below is my Python script (very simple):
import Script
print Script.PrintHelloWorld()


So, for starters, my first question is: How can I import the "Script" module from C++ so that I will have access to it from any python scripts run from my embedded Python interpreter? Thanks in advance.

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I would rewrite your function like so:
class PyInitializer {  public:    PyInitializer()  { Py_Initialize(); }    ~PyInitializer() { Py_Finalize(); }  private:    PyInitializer(const PyInitializer &);    PyInitializer & operator=(const PyInitializer &);};int BeginPythonTest(void) {  PyInitializer py;  try {    initScript();    object main_mod = import("__main__");    object main_namespace = main_mod.attr("__dict__");    object script_mod = import("Script");    main_namespace["Script"] = script_mod;    exec_file("pythontest.py", main_namespace, main_namespace);  } catch(error_already_set) {    PyErr_Print();    throw;  }

With that you'd be able to use just
print Script.PrintHelloWorld()

##### Share on other sites
Thanks SiCrane.

With your help, I have come up with the following, which works perfectly:

#define BOOST_PYTHON_DEF( func ) boost::python::def( #func, func )using namespace boost::python;static char const* PrintHelloWorld(){	return "Hello World!";}BOOST_PYTHON_MODULE(Script){	BOOST_PYTHON_DEF( PrintHelloWorld );}void BeginPythonTest(){	try	{		Py_Initialize();		initScript();		object main = import( "__main__" );		object mainNamespace = main.attr( "__dict__" );		mainNamespace["Script"] = import( "Script" );		exec_file( "pythontest.py", mainNamespace, mainNamespace );		Py_Finalize();	}	catch( error_already_set const& err )	{		PyErr_Print();	}	catch( std::invalid_argument const& err )	{		PyErr_Print();	}}