brightknight

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About brightknight

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  1. What I mean by this is, c++ for behind the scenes stuff, ie stuff the users can't directly see like applying hit damage when the bullet hits something(aka back end). Then using Blueprints for the stuff that the user can see like animations(aka front end). I'm talking about in the unreal engine 4 also feel free to tell me any disadvantages of this.
  2. A melee combat system where you have three attacks, regular horizontal swings, A overhead strike and a thrust for each weapon like chivalry. But the rest of the system would be like dark souls, dodges, parries,etc I was wondering what you guys think and ways you guys would improve on it. Ps. After this I will create a prototype based on what you guys tell me
  3. Should video game mechanics be scripted?

    Just to update, I have made the decision of using the unreal engine, and what I do now is test mechanics in script(blueprints) so that I know how they would work and then rewrite it properly in c++
  4. Theory: programming a Combo system

    Thanks for all the replies,it truly helps. :-) I'm open to more answers/suggestions!!!
  5. Basically I'm asking how would one go about programming a combo system sorta like Tekken. Eg you could have attacks punch and kick, but doing punch punch kick, could perform a combo but with different animations. How would one go about making something like that? You can use actual code snippets if it helps to explain. Also concepts of state machines etc. To explain how it could work.
  6. So the thing is I heard that python has dynamic types, and c++ static types, and somewhere along the way I heard the word inferred types. So I was wondering what'sthe difference between them
  7. The question says it all, what are thedifferences and benefits of each?
  8. Should video game mechanics be scripted?

      What kind of task was achieved here to take the comparsion on? I dont beleive that doing anything quiete low level takes in cpp that much more code than it does in python even when both have access to a similar written API (such as opening a file or such things). When python uses a library and cpp does anything from scratch then I agree that python will take less code compared to cpp but that are unrealistic comparsion basics (like comparing a bicycle against Ferrari)   It is true that game designers are more and more involved into the game developing process on coding side and the next step are node based scripts as I've seen on upcomming engine previews but at certain point, scripting languages gain inefficient and on most platforms other than Desktop ones performance is way more important than it is comfortable to use a scripting language with less restrictions as compiled code. This depends on the runtime as well as on the interface between code and script. Unity and Unreal got named here where I have worked with both since years know and both dosent fit in scripting at certain point when the project grows too much.   On unity it is less a technical decisiona s more a business decision to not offer there source code to everyone so you are forced to use there "scripting" system (where in my opinion naming C# a scripting language is heresy) where it is a help for designers in unreal but taking the call stack as simple example is a mess when doing UI stuff for example. I agree that small indies dont have the time and money to adapt any source to there games but I would always prefer doing the hard core of any gameplay in the engine, someone might reuse that for another game and do such things like story, dialogs, quests s.o. in soft coding a scripting language Is there a reason why scripts wouldn't be reusable?? Also I can't seem to find the comparison between python and c++, also note I said "like" 5 lines in python and "like" 100 lines in c++ as I didn't count the lines of code. But still is there a reason why scripts can't be reused?
  9. Should video game mechanics be scripted?

    Thanks alot for the reply, so basically you're saying script mechanics if using an engine that encourages/allows it, eg unity or unreal, unless it impacts performance greatly. The main reason for asking is due to the fact that I know personally that I won't ever be able to make a game that requires top notch performance optimizations to run well, so basically I dont want to write any more c++ than I have to(*note I love c++ as a language but sometimes its a bit overkill, *) I saw a comparison between c++ and python and python could do in like 5 lines what took c++ 100 lines. And I just thought at that point why use c++ over python for such a task.
  10. I was just wondering, whether the Core game mechanics of a game should be scripted(e.g with lua, or other scripting languages) Or whether they should be Hardcoded (e.g with c++). By Core game mechanics i mean the things that make the game THE GAME. e.g Shooting, parkour, melee e.t.c.      
  11. I wonder if anyone would answer but here goes, for core gameplay like shooting, jumping and movement. Would you use c++ or lua.
  12. So basically lua it as much as possible until you need c++ for performance reasons,
  13. I need some things cleared out as i cant seem to find anything that explains this to me, Anyway Say i was making a game, this hypothetical game was about getting to the finish line before the npcs, the player can walk run and jump and so can the npcs. and the point is to finish first. When making this game what parts would i code(c++) and what parts would i script(lua),   no answers involving things like graphics physics or anything done by the game engine as those would obviously be written in a low level language.
  14. I know for a fact that the unreal engine is capable of something like Skyrim and more..... There is this thing called world machine it is great for making realistic environments, when you are done making the world in world machine, import it to ue4, add in your assets(grass buildings etc.) and your world is done. Then you can start work on gameplay and other stuff
  15. C++ can c++ be used as a scripting language

    Ok from what ive gathered so far it is possible to use any language as a scripting language, some easier than others, but the issue with using system programming languages like c++ is that, because of it's low level access users could use c++ to create different forms of malware, hacks etc. Also I have come to understand that if you want your game to be moddable use of traditional scripting languages might be a good idea ..... One question couldn't one script in c++ then expose the necessary functions and variables to a scripting language in case someone wants to mod thegame or would that be too much work for nothing