• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Evan O'Hara

Uniting real programming with a game engine.

4 posts in this topic

Ok, so, I've gone through a textbook learning C++ basics and I've also gone through a textbook teaching directx.
After that I downloaded UDK and went through probably 15 hours worth of tutorials and I get the basics of it as well. Same with 3DSmax.

There doesn't seem to be any tutorial that tries to unite the tools of the engine with any real programming. There is basically just level design everywhere.

What section of knowledge do I need to study to figure out how to unite the two?

2

Share this post


Link to post
Share on other sites

 Most of the time you import libraries from the game engine into your code.

Other times you create scripts for the game engine to use.

Please research the specific API for the game engine you wish to use.

 

 [HERE] is the documentation for UDK .

If you are still having issues, go to the community forums.

Edited by Shippou
2

Share this post


Link to post
Share on other sites

In UDK, you'll do all of your "real programming" in the UnrealScript language (which is similar to C++ or Java).

 

They intentionally restrict your ability to use any language that you like (such as C++), because this is a feature that they sell as part of their actual Unreal engine (the very expensive, professional version of UDK).

1

Share this post


Link to post
Share on other sites

Thanks for the responses guys, I have looked up into it more, I was going to avoid learning unrealscript because I read somewhere that they will just be using C++ when unreal 4 comes to us.  I have decided just to learn unrealscript and I am pretty happy with it so far.

A few points:

 

1. How do you define "real" programming? C++? Native code? Low-level code? Writing gameplay logic in UnrealScript is just as "real" as writing the logic of a multithreaded rendering back-end in C++. So, when using UDK, the real programming is done in UnrealScript, with Unity it's C# etc.

2. If you wanted to do low-level programming (eg. C++ and DirectX like you mentioned) why are you using a game engine at all? The point of most game engines is that you don't have to do that sort of thing. They allow you to concentrate on the game itself.

3. Like Hodgman mentioned, access to the engine source code is sometimes a licensing question. But more importantly, most engines are designed so that you would have to touch the engine code as little as possible, even if you were fully qualified to do so. Even if you were writing your own engine, you would probably layer it so that you don't have to touch areas such as threading and memory management when doing gameplay logic. This, of course, varies with every codebase.

1. I see real programming as basically definition of your own classes through use of a low-level language. (There is more to it than that, but it doesn't seem like I would need it for much more than that in UDK.)

2. I have learned from using UDK that I need to combine the two in order to really make the game my own.  If I want my own weapons or want to change the style of the game to something like an RPG, it seems like I need more control over my environment than some object/lighting placement and camera movement.

3. It doesn't seem like I can get away from coding when using the UDK.  I can make my own static meshes and textures.  I can place them and define some variables about them.  I can place lighting and stuff like that, but it just feels like without my own coding I am just level designing for an unreal tournament game.

As a disclaimer, I am still learning UDK, and am reading a book on unreal script now.  I do not know everything the editor encompasses, but I've gone to the end of every available video tutorial I can find and they never touch anything like weapon creation or creation of a UI.

Thanks all! :)

0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0