I am learning some basic programming on the side of modeling/sculpting these days. I am interested in a few things concerned with vehicles and choices developers make when programming them. Ive notice that Ubisoft got really good vehicle code in The Crew, but GR Wildlands and partly Watch Dogs 2 has poor physics…
Thanks for response, jaker. I am however searching for how the physics engine in relation to written code in games are worked out in more depth. Especially decision making, barnstorming, time consumption, the code itself etc etc. Im interested in the code (which I am guessing no one releases) or something approximate…
Do you know anything about Newtonian Laws and understand them and do you have any experience in c++, can you do sums. If you have the basics then going to the Unreal 4 forums and looking at all the documentation they have very good code documentation. I would definitely suggest that you go and do the blueprint code in UE4…
Yes, I do have some experience in c/c# and C++, and also understand the basics of blueprints. I'm probably not asking my question the correct way. It's not really just about the code, even though that is part of my questions as well. But its about everything from sorting out some UML charts, to brainstomring and decision…
Okay, keep an eye out for that kind of info, you might get someone from a studio come and join in the discussion if your lucky. I watch the Star Citizen weekly studio reports that gives you a cool insight into how they structure and deploy their team.