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Re: unreal engine 4 [Re: AlbertoT] #441043
05/10/14 10:15
05/10/14 10:15
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
Quote:
The former is stand alone the latter must interact with other entities
This is the weak point of components based system
The code gets ugly and consequentely also the game logic sucks ,in my opinion


Imho this is the strongest point of components as long as your components feature events:
Let's have a character. This character has a component named "Activator". It can trigger events on "Trigger" components. A "Trigger" component has an event named "OnTrigger". Now any object that is interactable features a "Trigger" component, no matter what the object is. Maybe an NPC, a door, an lightswitch, whatever...
Every of those triggerable objects just gets it's own "Trigger" component and registers the event "OnTrigger". In Unity terms it would be like this:

Code:
void Start()
{
    // Assume this object HAS a Trigger attached.
    this.GetComponent<Trigger>().OnTrigger += Trigger_OnTrigger;
}

void Trigger_OnTrigger(object sender, TriggerEventArgs e)
{
    // Prints the activator that triggered the trigger.
    Debug.Write(e.Activator);
}



So we don't have to subclass a "Triggerable" class to get the features shared...
Now image the same thing with subclasses. Easy going, right?
Yes, as long as we only have one shared feature.

Next thing: Having an object with the components "Trigger" "Hurtable" "Talkable"
How do you want to realise a Door and an NPC now? Both a triggerable, but only the NPC is hurtable and "talkable". Okay so far so good, also doable with classes. But now make a crate, that is only hurtable (on order to destroy it).
Now it gets complicated and to keep inheritance low you start to have a lot of duplicated code....

Just my two cents on this topic

Quote:
Getting back ( once again ) to UE4

I've taken a closer look to sivans code and it seems to me that UE4 uses a component system as well (CapsuleComponent, CameraBoom, FollowCamera, InputComponent, ...).
Looks pretty similar to Unity, you have an init phase (Constructor vs. Start), different events (SetupPlayerInputComponent vs. OnGUI) and for sure an update "loop" as well. (N.A. vs Update).
Only thing that differs is that you can build Prefabs in UE4 as a base class where you take a Prefab-Object in Unity....

So imho the engine designes are really close together...

[Please note all of the above are assumptions derived from the code sivan posted, i may be completly wrong]


Visit my site: www.masterq32.de
Re: unreal engine 4 [Re: MasterQ32] #441045
05/10/14 11:08
05/10/14 11:08
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline
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AlbertoT  Offline
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A

Joined: Oct 2006
Posts: 1,245
Thanks for your competent explanation
I dont argue that component based engines are powerful
If they became so popular there is a reason, I suppose
I mean that they are not user friendly thus they are not the best choice for hobbyest programmers / casual games

To detect collision , in a traditional engine you simply write something like

myBot.GetCollisionType();
You have of course previusly written
yourBot.SetCollisionType();

I suppose it is much cleaner even if less powerfull ( maybe)

About your interpretation of UE4 architecture it seems to me rather a mix of traditional and component based engines

UE4 apparentely supplies a" Character " class
This is in conflict with the "holy Bible" of components
Classes in a components based engine must be absolutely generic
Also Unity actually is a mix

Did you try out Torque engine ( not to be confused with Torque3d)
This is a pure component based engine

A nightmere, beleive me

Last edited by AlbertoT; 05/10/14 11:18.
Re: unreal engine 4 [Re: AlbertoT] #441333
05/19/14 18:10
05/19/14 18:10
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
looks like someone stipped the elemental demo out of the editor and made a standalone executable out of it ...


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Re: unreal engine 4 [Re: Kartoffel] #441334
05/19/14 18:36
05/19/14 18:36
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Joined: Mar 2011
Posts: 3,150
Budapest
it is possible to make any of them, maybe I offered here something to provide if there is an interest... but great to check, as I quit subscription just before 4.1.

one near future funny feature is win xp support by opengl coming with 4.2.


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Re: unreal engine 4 [Re: sivan] #441417
05/22/14 09:05
05/22/14 09:05
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Joined: Mar 2011
Posts: 3,150
Budapest
today I have made my 2nd UE4 bug report, now with a workaround. another engine requiring polishing... just like working with 3DGS grin but technical feedback is much slower.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: unreal engine 4 [Re: sivan] #441446
05/23/14 07:05
05/23/14 07:05
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
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WretchedSid  Offline
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Joined: Apr 2007
Posts: 3,751
Canada
Since you have access to the source code, do they allow pull requests in their github repository?


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: unreal engine 4 [Re: WretchedSid] #441447
05/23/14 08:35
05/23/14 08:35
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Joined: Mar 2011
Posts: 3,150
Budapest
my account is inactive, but I'm sure yes. their main concept is to allow to contribute new stuff, and it has already happened in a couple of times.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: unreal engine 4 [Re: sivan] #442124
06/12/14 09:39
06/12/14 09:39
Joined: Dec 2003
Posts: 1,225
germany
gri Offline
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gri  Offline
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Joined: Dec 2003
Posts: 1,225
germany
Paypal support is very close.

From the forums....

Quote:
Quick update on PayPal -- we're in the process of testing the integration right now and hope to release it within the next week or so. Fingers crossed....


"Make a great game or kill it early" (Bruce Shelley, Ensemble Studios)
Re: unreal engine 4 [Re: gri] #442137
06/12/14 19:54
06/12/14 19:54
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
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Quad  Offline
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Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
@JustSid

it works like larger open source projects, with reviews and community feedback and reputation etc. As you might guess, getting a new feature pulled requires more work than fixing bugs(new feature needs to be really useful and polished). Bug fix pull requests are easier to get pulled in and generally goes down like this: you post a fix, people suggest how it can be done better or you need to get your fix aligned with coding conventions and then you fix the fix and then it gets pulled.

Also getting code into unreal tournament is much faster than filing a pull request to engine. Since like, it's in rapid development phase, and cost of breaking something is less compared to engine.

There is like ~200 merged and ~40 open pull requests on git right now on 4.2 branch

Last edited by Quad; 06/12/14 19:56.

3333333333
Re: unreal engine 4 [Re: Quad] #442154
06/13/14 11:48
06/13/14 11:48
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
I quite like their AnswerHub, where you can ask the developers in several categories, but it is a bit different from a forum. threads are tracked whether answered or not, and you can reactivate it by further questions. it seems to be a good solution to manage questions and answers in a huge quantity, and they take it seriously. for example one of my crash reports was finally pushed towards the proper specialists when it was too tricky for the standard answering guy, and they could find a workaround what to modify in source code and ini files.

moreover, here users can get karma points if you ask/resolve something important, or if you answer other users' question. and you get badges for notable or popular questions. maybe it is good for the developers to track and know better their users personally. (I have 21+2+2 after 2 problem solving discussions.)


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