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# Learning I've no skill yet still overthinking!

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I've read Object Oriented Prograamming C++ 4th Edition. Did some exercises, honestly I'd say I covered 70% of this book. Mark some topics for reread later. then I'm thinking go with The C++ Programming Language [4th Edition] - Bjarne Stroustrup any suggestion will precied.

I don't have any programming experience. But I've play a lot of games... Here goes nothing...

I'm thinking make a game. (Looked up with unity engine seems like brain surgery to me. )At the beginning my game will have only one big-ass map. 4 type of NPC's
Get quests from NPC's, get your reward after finish.
Buy metarials (equipment, healt potions etc)
TeleportGate NPC's
Monsters

The goal is finish quests, get stronger, learn skills, collect seven unique diamonds among the quests and face with evil creature.

This is already very complex for me, but I couldnt help myself to think deeper and deeper.Then I thought why not MMORPG... then things get messy. I am keep overthinking, I cant concentrated now.

These are what I am thinking on the server side;

there will be 4 units.

NPC's with static locations (Stroge, Trade, Quests, Gates etc)

NPC's with dynamic locations - Monsters

User Database

Pool (deal with everything)

NPC's and monsters have pre-set locations, behaviors, shortly they will have their routine. for example lets name four monsters (scylla(FBCD),pyhton(FBCE), satir(FBCF), echidna(FBD0)) also creatures will have locations and health values. I dont want to go further with details. so pool unit has all informations and authority decent manupulations for NPC's and Monsters and get informations logged player via database. when player logged, pool will define a dynamic number as long as player logged and generate viewport for player and send package. a character has charid, charname, charloc(x,y,z), charstatus(idle,walking,flying,attacking etc), charhp(max,current), chararmor, charmp(current,max), charAttackPower, charDefence, charExp(current,max) there would be more informations or less... now 1st player in the pool. . when another player logged assume both player close each other... 2nd player will get viewport including 1st player appereance too.1st player only get 2nd player's appereance.  my point is only send or prepare necessarry packages. lets assume all informations belong a character 4 bytes each. and you send/receive 10 packages per sec... 520bytes per sec for a character with all informations(I know networking doesnt work like this. my point is this is tiny). I still think thats manageable.

As you can see English is not my main language I hope you get what I meant. this MMORPG idea like a virus(not software virus :)) taking control of my mind. I did some research about MMORPG advanced users says stay away. security issues details details bugs etc its hardcore I understand that. but still... I've desire to learn game programming, please put me right direction.

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As long as you put the idea of making it an MMO firmly out of your mind, the rest dhould be easily doable. The MMO adds a degree of complexity that you are not nearly ready to tackle.

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When first starting ... you can't help but let your ideas run away with you ... that's ok

However, you should learn to separate "possible cool idea sessions" from "design sessions for my current project".

You're current project should be something you can do in 1-100 days of work ... and your next project can be a totally different code base / game / direction ... or it can simply be the next iteration of the same code base / game.

So an example might be like this:

* project 1 - get a character able to move around on a map via user input, fight single type of monster, pick up items (perhaps health drops from the monster) and complete the game by defeating 3 of the monsters at once

NOTICE how even that tiny project is really like 5 subprojects: getting a character moving via input, loading a map and supporting "scroll" or "screens", monster and combat logic, pickup/healing, game completion (aka quest completion detection)

the project 2 could be another set of 3-8 notable improvement that would make take the game to the next level ...

and after 3-5 iterations of project, each doing 3-10 meaningful additions to your game and or feature set, you'd have yourself a really nice little personal game project.  (and depending on you and your pace this might be 6 months in the future, or 3 years in the future ... but it would however far and however long was appropriate for you based on how much time you wanted to invest, how driven you were, how much fun you were having, etc)  And all along the way, at least every few weeks or months you'd have stuff you could show (to your friends, classmates, future team members, etc).

And the whole time, you'd also formulate and think through hundreds of cool ideas for games you could build.  And no, you won't build most of those, or maybe any of them, but those ideas will serve you well if the time ever comes where you are in a position to make an actual mid to large scale game with a team.

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If I got it right you're studying C++ and want to use Unity Engine, correct? As far as I know Unity doesn't use C++, so if you actually want a chance to put into practice the C++ code you learned, you should go with Unreal Enginem as I did

Edited by MarcusAseth

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• ### Similar Content

• Overview
Welcome to the 2D UFO game guide using the Orx Portable Game Engine. My aim for this tutorial is to take you through all the steps to build a UFO game from scratch.
The aim of our game is to allow the player to control a UFO by applying physical forces to move it around. The player must collect pickups to increase their score to win.
I should openly acknowledge that this series is cheekily inspired by the 2D UFO tutorial written for Unity.
It makes an excellent comparison of the approaches between Orx and Unity. It is also a perfect way to highlight one of the major parts that makes Orx unique among other game engines, its Data Driven Configuration System.
You'll get very familiar with this system very soon. It's at the very heart of just about every game written using Orx.
If you are very new to game development, don't worry. We'll take it nice and slow and try to explain everything in very simple terms. The only knowledge you will need is some simple C++.
I'd like say a huge thank you to FullyBugged for providing the graphics for this series of articles.

What are we making?
Visit the video below to see the look and gameplay of the final game:
Getting Orx
The latest up to date version of Orx can be cloned from github and set up with:
git clone https://github.com/orx/orx.git Once cloning has completed, the setup script in the root of the files will start automatically for you. This script creates an $ORX environment variable for your system. The variable will point to the code subfolder where you cloned Orx. Why? I'll get to the in a moment, but it'll make your life easier. The setup script also creates several projects for various IDEs and operating system: Visual Studio, Codelite, Code::Blocks, and gmake. You can pick one of these projects to build the Orx library. Building the Orx Library While the Orx headers are provided, you need to compile the Orx library so that your own games can link to it. Because the setup script has already created a suitable a project for you (using premake), you can simply open one for your chosen OS/IDE and compile the Orx library yourself. There are three configurations to compile: Debug, Profile and Release. You will need to compile all three. For more details on compiling the Orx lbrary at: http://orx-project.org/wiki/en/tutorials/cloning_orx_from_github at the Orx learning wiki. The$ORX Environment Variable
I promised I would explain what this is for. Once you have compiled all three orx library files, you will find them in the code/lib/dynamic folder:
orx.dll orxd.dll orxp.dll Also, link libraries will be available in the same folder:
orx.lib orxd.lib orxp.lib When it comes time to create our own game project, we would normally be forced to copy these library files and includes into every project.
A better way is to have our projects point to the libraries and includes located at the folder that the $ORX environment variable points to (for example: C:\Dev\orx\code). This means that your projects will always know where to find the Orx library. And should you ever clone and re-compile a new version of Orx, your game projects can make immediate use of the newer version. Setting up a 2D UFO Project Now the you have the Orx libraries cloned and compiled, you will need a blank project for your game. Supported options are: Visual Studio, CodeLite, Code::Blocks, XCode or gmake, depending on your operating system. Once you have a game project, you can use it to work through the steps in this tutorial. Orx provides a very nice system for auto creating game projects for you. In the root of the Orx repo, you will find either the init.bat (for Windows) or init.sh (Mac/Linux) command. Create a project for our 2D game from the command line in the Orx folder and running: init c:\temp\ufo or init.sh ~/ufo Orx will create a project for each IDE supported by your OS at the specified location. You can copy this folder anywhere, and your project will always compile and link due to the$ORX environment variable. It knows where the libraries and includes are for Orx.
Open your project using your favourite IDE from within the ufo/build folder.
When the blank template loads, there are two main folders to note in your solution:
config src Firstly, the src folder contains a single source file, ufo.cpp. This is where we will add the c++ code for the game. The config folder contains configuration files for our game.
What is config?
Orx is a data driven 2D game engine. Many of the elements in your game, like objects, spawners, music etc, do not need to be defined in code. They can be defined (or configured) using config files.
You can make a range of complex multi-part objects with special behaviours and effects in Orx, and bring them into your game with a single line of code. You'll see this in the following chapters of this guide.
There are three ufo config files in the config folder but for this guide, only one will actually be used in our game. This is:
ufo.ini All our game configuration will be done there.
Over in the Orx library repo folder under orx/code/bin, there are two other config files:
CreationTemplate.ini SettingsTemplate.ini These are example configs and they list all the properties and values that are available to you. We will mainly concentrate on referring to the CreationTemplate.ini, which is for objects, sounds, etc. It's good idea to include these two files into your project for easy reference.
Alternatively you can view these online at https://github.com/orx/orx/blob/master/code/bin/CreationTemplate.ini and here: https://github.com/orx/orx/blob/master/code/bin/SettingsTemplate.ini

The code template
Now to take a look at the basic ufo.cpp and see what is contained there.
The first function is the Init() function.
This function will execute when the game starts up. Here you can create objects have been defined in the config, or perform other set up tasks like handlers. We'll do both of these soon.
The Run() function is executed every main clock cycle. This is a good place to continually perform a task. Though there are better alternatives for this, and we will cover those later. This is mainly used to check for the quit key.
The Exit() function is where memory is cleaned up when your game quits. Orx cleans up nicely after itself. We won't use this function as part of this guide.
The Bootstrap() function is an optional function to use. This is used to tell Orx where to find the first config file for use in our game (ufo.ini). There is another way to do this, but for now, we'll use this function to inform Orx of the config.
Then of course, the main() function. We do not need to use this function in this guide.
Now that we have everything we need to get start, you should be able to compile successfully. Run the program and an Orx logo will appear slowly rotating.

Great. So now you have everything you need to start building the UFO game.
If you experience an issue compiling, check the troubleshooting article for Orx projects    for help.

Setting up the game assets
Our game will have a background, a UFO which the player will control, and some pickups that the player can collect.
The UFO will be controlled by the player using the cursor keys.
First you'll need the assets to make the game. You can download the file  assets-for-orx-ufo-game.zip which contains:
The background file (background.png😞

The UFO and Pickup sprite images (ufo.png and pickup.png😞

And a pickup sound effect (pickup.ogg😞
pickup.ogg
Copy the .png files into your data/texture folder
Copy the .ogg file into your data/sound folder.
Now these files can be accessed by your project and included in the game.

Setting up the Playfield
We will start by setting up the background object. This is done using config.
Open the ufo.ini config file in your editor and add the following:

[BackgroundGraphic] Texture = background.png Pivot = center
The BackgroundGraphic defined here is called a Graphic Section. It has two properties defined. The first is Texture which has been set as background.png.
The Orx library knows where to find this image, due to the properties set in the Resource section:

[Resource] Texture = ../../data/texture
So any texture files that are required (just like in our BackgroundGraphic section) will be located in the ../../data/texture folder.
The second parameter is Pivot. A pivot is the handle (or sometimes “hotspot” in other frameworks). This is set to be center. The position is 0,0 by default, just like the camera. The effect is to ensure the background sits in the center of our game window.
There are other values available for Pivot. To see the list of values, open the CreationTemplate.ini file in your editor. Scroll to the GraphicTemplate section and find Pivot in the list. There you can see all the possible values that could be used.
top left is also a typical value.
We need to define an object that will make use of this graphic. This will be the actual entity that is used in the game:

[BackgroundObject] Graphic = BackgroundGraphic Position = (0, 0, 0)
The Graphic property is the section BackgroundGraphic that we defined earlier. Our object will use that graphic.
The second property is the Position. In our world, this object will be created at (0, 0, 0). In Orx, the coordinates are (x, y, z). It may seem strange that Orx, being a 2D game engine has a Z axis. Actually Orx is 2.5D. It respects the Z axis for objects, and can use this for layering above or below other objects in the game.
To make the object appear in our game, we will add a line of code in our source file to create it.
In the Init() function of ufo.cpp, remove the default line:
orxObject_CreateFromConfig("Object"); and replace it with:
orxObject_CreateFromConfig("BackgroundObject"); Compile and run.
The old spinning logo is now replaced with a nice tiled background object.

Next, the ufo object is required. This is what the player will control. This will be covered in Part 2.

• Hello guys.
I am a programmer and artist looking to form a team to develop games. I am looking for programmers, animators and composers who are interested in working together to make games in order to gain experience and grow their skills. I plan for us to start off on small 1 month projects in order to to get used to the process of development and hopefully move on to bigger projects if we choose to do so.
I spend a lot of time learning new things but I always forget the importance of doing. So I am looking for people who want to learn and get better through the experience of working with an actual team.
If you are a:
programmer animator composer and want to give it a try, please leave a comment below or reach me through my discord channel : https://discord.gg/GTdceFD .

• Automated builds are a pretty important tool in a game developer's toolbox. If you're only testing your Unreal-based game in the editor (even in standalone mode), you're in for a rude awakening when new bugs pop up in a shipping build that you've never encountered before. You also don't want to manually package your game from the editor every time you want to test said shipping build, or to distribute it to your testers (or Steam for that matter).
Unreal already provides a pretty robust build system, and it's very easy to use it in combination with build automation tools. My build system of choice is  Gradle , since I use it pretty extensively in my backend Java and Scala work. It's pretty easy to learn, runs everywhere, and gives you a lot of powerful functionality right out of the gate. This won't be a Gradle tutorial necessarily, so you can familiarize yourself with how Gradle works via the documentation on their site.
Primarily, I use Gradle to manage a version file in my game's Git repository, which is compiled into the game so that I have version information in Blueprint and C++ logic. I use that version to prevent out-of-date clients from connecting to newer servers, and having the version compiled in makes it a little more difficult for malicious clients to spoof that build number, as opposed to having it stored in one of the INI files. I also use Gradle to automate uploading my client build to Steam via the use of steamcmd.
Unreal's command line build tool is known as the Unreal Automation Tool. Any time you package from the editor, or use the Unreal Frontend Tool, you're using UAT on the back end. Epic provides handy scripts in the Engine/Build/BatchFiles directory to make use of UAT from the command line, namely RunUAT.bat. Since it's just a batch file, I can call it from a Gradle build script very easily.
Here's the Gradle task snippet I use to package and archive my client:
task packageClientUAT(type: Exec) { workingDir = "[UnrealEngineDir]\\Engine\\Build\\BatchFiles" def projectDirSafe = project.projectDir.toString().replaceAll(/[\\]/) { m -> "\\\\" } def archiveDir = projectDirSafe + "\\\\Archive\\\\Client" def archiveDirFile = new File(archiveDir) if(!archiveDirFile.exists() && !archiveDirFile.mkdirs()) { throw new Exception("Could not create client archive directory.") } if(!new File(archiveDir + "\\\\WindowsClient").deleteDir()) { throw new Exception("Could not delete final client directory.") } commandLine "cmd", "/c", "RunUAT", "BuildCookRun", "-project=\"" + projectDirSafe + "\\\\[ProjectName].uproject\"", "-noP4", "-platform=Win64", "-clientconfig=Development", "-serverconfig=Development", "-cook", "-allmaps", "-build", "-stage", "-pak", "-archive", "-noeditor", "-archivedirectory=\"" + archiveDir + "\"" } My build.gradle file is in my project's directory, alongside the uproject file. This snippet will spit the packaged client out into [ProjectDir]\Archive\Client.
For the versioning, I have two files that Gradle directly modifies. The first, a simple text file, just has a number in it. In my [ProjectName]\Source\[ProjectName] folder, I have a [ProjectName]Build.txt file with the current build number in it. Additionally, in that same folder, I have a C++ header file with the following in it:
#pragma once #define [PROJECT]_MAJOR_VERSION 0 #define [PROJECT]_MINOR_VERSION 1 #define [PROJECT]_BUILD_NUMBER ### #define [PROJECT]_BUILD_STAGE "Pre-Alpha" Here's my Gradle task that increments the build number in that text file, and then replaces the value in the header file:
task incrementVersion { doLast { def version = 0 def ProjectName = "[ProjectName]" def vfile = new File("Source\\" + ProjectName + "\\" + ProjectName + "Build.txt") if(vfile.exists()) { String versionContents = vfile.text version = Integer.parseInt(versionContents) } version += 1 vfile.text = version vfile = new File("Source\\" + ProjectName + "\\" + ProjectName + "Version.h") if(vfile.exists()) { String pname = ProjectName.toUpperCase() String versionContents = vfile.text versionContents = versionContents.replaceAll(/_BUILD_NUMBER ([0-9]+)/) { m -> "_BUILD_NUMBER " + version } vfile.text = versionContents } } } I manually edit the major and minor versions and the build stage as needed, since they don't need to update with every build. You can include that header into any C++ file that needs to know the build number, and I also have a few static methods in my game's Blueprint static library that wrap them so I can get the version numbers in Blueprint.
I also have some tasks for automatically checking those files into the Git repository and committing them:
task prepareVersion(type: Exec) { workingDir = project.projectDir.toString() commandLine "cmd", "/c", "git", "reset" } task stageVersion(type: Exec, dependsOn: prepareVersion) { workingDir = project.projectDir.toString() commandLine "cmd", "/c", "git", "add", project.projectDir.toString() + "\\Source\\[ProjectName]\\[ProjectName]Build.txt", project.projectDir.toString() + "\\Source\\[ProjectName]\\[ProjectName]Version.h" } task commitVersion(type: Exec, dependsOn: stageVersion) { workingDir = project.projectDir.toString() commandLine "cmd", "/c", "git", "commit", "-m", "\"Incrementing [ProjectName] version\"" } And here's the task I use to actually push it to Steam:
task pushBuildSteam(type: Exec) { doFirst { println "Pushing build to Steam..." } workingDir = "[SteamworksDir]\\sdk\\tools\\ContentBuilder" commandLine "cmd", "/c", "builder\\steamcmd.exe", "+set_steam_guard_code", "[steam_guard_code]", "+login", "\"[username]\"", "\"[password]\"", "+run_app_build", "..\\scripts\\[CorrectVDFFile].vdf", "+quit" } You can also spit out a generated VDF file with the build number in the build's description so that it'll show up in SteamPipe. I have a single Gradle task I run that increments the build number, checks in those version files, packages both the client and server, and then uploads the packaged client to Steam. Another great thing about Gradle is that Jenkins has a solid plugin for it, so you can use Jenkins to set up a nice continuous integration pipeline for your game to push builds out regularly, which you absolutely should do if you're working with a team.
• By Zamma
Hello!
I'm doing an A.I. course at my university, and searching on internet i learned about the GOAP A.I. system. I found it really interesting and I would like to learn more about others techniques.  So I was wondering which A.I. system is used by the civilization saga (or at least in civilization IV/V/VI) but i'm not able to find anything about that. Does anyone know where i can find some infos or docs about A.I in Civ?

• I'M interested in programming tools (For animation, UI, etc). Can anyone suggest me the resources where I can start learning or which technologies I need achive it.

Thanks,
Rakshit