Abstraction is something most dont recognize when they in it. Unreal has very little to no amount of abstraction in it, actually in how it works. But that is not to say it is void of abstraction. There is no magic nodes or super slick c++ to save a project for the code you build in it and that code will have abstractions.
See when it comes to "Data Management" especially when coding it...... It's all about never getting trapped in abstractions. The more simple the better.
Building the basic controller and raw UI. Have to test it for, and remove button combo confliction before adding all the stuff. The system to organize it all is run by "Switchers" and "Execution". The rIght shoulder button is the "Execution button". Example. Hold the left shoulder button down press right shoulder to…
Super Cop Data System working in package stand alone.. It's slow because it 3 packaged games running at once over a local network same machine i7. Way faster and smooth on different devices with only one launched stand alone connected...plus, what maybe, heavy running screen video capture software running. What's important…
As I get the network pinned down it hit me. Allot on Youtube fear the 'Mound" code..... Lots of code on the screen dosnt necessarily mean a heap.....could just be a mound of stack. Dont fear the mound code.
It's not for the faint of heart. No place for those who fall in love with their code. Must confront hard reality per mili sec truth and fix it. The way of it is be as hard on the code as possible when testing reliability and speed. One of the biggest secretes is get ones patterns pinned down early and tested because it's…
I'm now commited to the code input system. It really helps round out and streamline in new gampelay and that it's not only shooting and movment. The neat thing is it's cryptic codes. Which means a limited amount of letters to work with. how to remember codes. 'YXBA RUDL' ============ 'You Xtreme B..tard Ahole R Ugly Dumb…
Made a decision today after enough testing. Because it's only a 2d game now and it's easier to solve stuff in code im now making point to not use sequencer for cinematics. I'll just reuse the 2d code I have and make all cinematics with it. The sequencer will still be used for enemy ai bp sequencer and stuff like that. But…
next code crunch, I'll add in the rest of the 2d camera system. Extend it to do cinematic more easily and change axis placement in the environment. Char has to walk forward in certain places and the camera axis must interp to new positions. Once thats complete, E1M1 is pretty much done with all hard code stuff and the rest…