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Old 01-14-16, 02:23 PM   #8
nsomnia
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Join Date: Nov 2012
Location: Canada
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Quote:
Originally Posted by les green01 View Post
Decided To Go With The Pacific US AND Japanese US Side S-Class To The Tench Class Japan Will Be 1 Class To 3 Class Subs Check Out Unreal Downloading it Now Might Be A Better Option Than Torque
While at first it may seem similar in a lot of ways there it is ALOT different from say Unity or any other game engine. It allows you to prototype entire games using their in-editor asset system (blueprints). I suggest goign to their youtube channel and watching the beginners blueprinting tutorial and working your way up from there. They have some 275+ odd tutorials donig everything from AI to building tanks procedurally that are usually short (2-10 mins) and to the point. And therses tons of free tutorials out there for learning mroe advanced blueprinting.

Blueprinting works like this Create new blueprint -> choose class (actor (the lowest level it can placed in a scene and hold/do pretty much anything its not specialized and any class can be made from it) ) and then you do something like create an Event BeginPlay node which is little box (node) which will fire an "execution pulse" (aka run the code once when the game starts if that actor is in the level (scene) or when its spawned) which can do anythnig you can dream of. Pretty much anything you can code can be blueprinted. Only very advanced ideas need to be coded and 90% of a game can be blueprinted.

Event Tick is another one you will use, that sends the pulse at the tick rate (once a frame unless overridden).

A player controller is another thing to learn how to use effectively when beginning as well as object oriented programming topics applied to blueprinting such as class hierarchy (create a a pawn class called BP_Ships which holds a 3d model component and the ships name and then you can create children class that inherit everything from that so you might make BP_Submarines which inherits from BP_Ships which holds the ships type from an enum list (Surface, submarine, merchant) and its health and whatever else EVERY submarine might share. You can then create children of children so BP_OhioClass inherits from BP_Submarine which inherits from BP_Ships and then you can go BP_LosAngeles if you really want to go further.

Its a very awesome system. Havn't needed to code anything per say, I only code things for performance boosts or for very advanced stuff or because sometimes coding can be faster.

To learn the C++ api at anytime you can right click on a node say "Float + Float" or "IncrementInt" or "MathExpression" or "GetUpVector" and choose "view native code" and it will open the C++ code you would use inplace of it in visual studio 2015.

Very powerful, the material system and animation setups are made with nodes too.

I'll keep a look out for a posting of your project I'm more interested in donig post WWII and coldwar up to early modern subs since it hasnt been done since janes 688i really and the cold war was never covered at all really. But I'll gladly help on your project if you need it.

The communtiy is also very awesome on the forums and answerhub.
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