I am currently learning UDK tutorials but I dont understand how to make real game with this like exporting my maya models and its animation rigs etc etc like in unity we do. Also how do I program my characters, AI for enemies etc. Please convey your opinion how to go advance with UDK ?
Thanks in advance
This is a very big topic. There is a lot of learning material on the web for UDK but it's less user-friendly than Unity. Importing maya models here: http://cg.tutsplus.com/tutorials/autodesk-maya/maya-to-udk-importing-static-meshes-using-actorx-fbx/ For larger programming questions you'll probably need a book length guide like http://www.amazon.com/Unreal-Development-Game-Programming-UnrealScript/dp/1849691924
Creating an entire game is a hard and time consuming project.
First of all I would recommend that you start with a small project, even though it is tempting to just go ahead and make the game of your dreams. Been down that road before..
Go to this page: http://udn.epicgames.com/Three/WebHome.html and click and read everything that is relevant to your game.
This is important so that you have a small understanding of everything before you start.
Then go ahead and follow some tutorials, and you'll probably have to read most of the documentation again..
I know this seems hard, but to get it right, this is the way to go..
Related
So I was looking to create a mod/own levels for borderlands 2 not commercial use or anything and the developers said they are happy for people to mod the game so legal issues shouldn't be a problem, but I was wondering how I would go about getting the game assets (mainly textures AI templates would be a bonus) into Unreal Development Kit to play around with?
Any help greatly appreciated.
P.S. I know of programs such as TextMod but they seem to take them out of screanshots i was looking for a way to get them out of game files.
I'm just stuck with unreal script, i mean i just want to write a class that logs down "i'm alive" when the game starts, dows any one know how can i do that? my ultimate goal is to extend a camera class but i just recieve failed to load "class None."
Start by using the documentation provided at UDK.com
Your first UnrealScript project
There are also countless YouTube Tutorials
YouTube UnrealScript Tutorials
You can even pay for a professional tutorial like I did
Eat3D UnrealScript Tutorial
There are also forums dedicated to this topic
UDK Community Forums
unrealscript is not something that you can learn compeletly. its big with lots of functionality. you have to write your documentation for gameplay and find the way to make them. there is just one book that is not based on "utgame" classes.
UnrealScript Game Programming Cookbook Paperback
by Dave Voyles
it helps
aftar that its best to read dungeon defence source codes to get upper level. i beleive udk documentation and forum dont help so much.
Im new to this website, and mostly to any type of programming. Recently Im trying to learn C++(Game Programming), and my father wants me to make him a web-based application, that flashes the window wether there is any sound playing(I believe it's called an audio visualization), I talked to my brother, and he said that I should do an external application in C++ or Java. He lend me a book about GUI with QT, but the problem is I don't know how or where to start with, Im installing the QT, although I dont know how to add a library to Microsoft Visual C++(I tried but I had some problems, hopefully qt will do everything automatically), but I wanted to know if anyone has any advice,suggestion or any help to give me. Im pretty much a beginner, this will be my 1st application ever made(with C++ at least) and Im really scared. Thank you for the time wasted reading this, I know I wrote a lot, but I wanted to be the more descriptive I could.
Thank you beforehand.
This might be a bit late, but they are right.
Though, if you really want to, I would look into FMOD.
Here's an example using FMOD & OpenGL.
http://segfaultlabs.com/devlogs/sound-equalizer-with-fmod-and-opengl
If that's what you're looking for, if not, email me I am sure I could help you out!
I bet many of you were in such situations in the past.
I'm currently working on huge ASP.NET web project. Ad management system of some kind. My boss doesn't want to get more professionals to help me but gives me inexperienced staff that don't even know to program on ASP.NET and think it is an easy task. I deal with programming and design
What advices do you have to handle the boss ?
What tools can help me to ease with this task ( except usage of this very website )?
Thanks
I would hope good source control is something you already haev on your list but I think its always the best thing for any big project. Keeps your code safe and has the added advantage of allowing easy review of what your team are checking in if you feel the need for oversight.
Other than that just make sure you give your boss a realistic understanding of the time taken for various tasks and if he complains make it clear that your team needs more training if he wants stuff done faster.
P.S. [Edit: removed as no longer relevant]
You could ask him for a raise from getting rid of the people who are not helpful. that might actually save him money and make your time more worthwhile.
What advices do you have to handle the boss ?
First make sure you have a good analysis document and that you have for every dependency a spoc (single point of contact). Make sure the people who you're making this application for are integrated into the process. I suggest using something like scrum but certainly daily standup meetings.
Use a good system to follow up on everyone like for example TFS2010 which has also testing capabilities integrated so your testing team can be better integrated.
Have a bug tracking tool and source safe handy. Continuous integration is also an asset.
but gives me inexperienced staff that don't even know to program on ASP.NET
It's your boss intention to upgrade his people to a level where they are capable of programming ASP.NET applications in the end. What way to better learn it than hands on experience from a dedicated professional like you?
Be aware: you're dealing with people now, not just code. They get sick, have their strenghts and weaknesses just like you. And believe me, it can be a challenge sometimes to deal with the human part of a project. Especially when there's pressure due to release dates.
Perhaps you can convince him to distribute some (technical...) parts of the project to RentAcoder.com or getAfreelancer.com? It will be cheaper than getting more manpower..
Use a decent workitem/bugtracking system. This won't turn your 'inexperienced devs' into experts but at least you'll be able to see what progress they are making(or not making as the case may be)
I need to be able to contribute to a relatively large Adobe AIR project and I'm starting from scratch with this technology. What's the best way to go about it?
I usually get a good book/tutorial and work my way through it but this time it seems there's just too much to learn for this to be feasible within a reasonable time frame. I would need books on Actionscript, FLEX, etc...
Do you know of any good resources that might be useful for this particular case?
How would you go about it if you were in my shoes?
I just had to do something similar. If you can afford it (or, get your company to pay for it), try doing a training class. I did one by Figleaf software a couple months ago and it really helped.
As for books, I hear the Essential Actionscript 3 book is good (I have the one for AS2 and it's quite good). Flex is really just the SDK. You'll be doing most of your work in AS3 and MXML.
Another really good thing to do is download the SDK and start playing with it. Think of a couple small apps to do, then write them in Flex. I did this at work (wrote a couple util Apps in Flex to learn it). I find the best way to learn is to do it, and the SDK is free so there shouldn't be anything stopping you.
Hello World for AIR, then progressively add detail.
Aggressively use any communities out there.
Blog about your experience. One day you will help someone else.
Today you are learning, tomorrow you are teaching.
I download samples from the Internet, and run them, mess with them, try to change them and understand how they work.
I subscribe to blogs on the topic and do samples, try to understan the stuff people write about.
And I do samples :)
So I basically learn from the top - down. First I get the general sense of the technology, and then I drill down with the samples to the parts that I find interesting. Works pretty well. :)
I usually find online tutorials are the best way to go. They are more to the point than books, so it's usually quicker to get up to speed. And don't limit yourself to a single resource. I've never had problems finding enough tutorials through our friend google.
I have no knowledge about Adobe AIR though. I assume your customer knows you're a noob too? ;D
I'm a big advocate of active learning, which is described in detail, here. Essentially, when you are trying to learn a new technology: read about it, discuss it with your peers, teach it to people who are even newer to the technology, and most importantly, get your hands dirty.
A perfect example of how you can learn new things is by getting involved with a community such as stackoverflow, or a discussion forum based around what you would like to learn (http://www.adobe.com/devnet/air/), or even by contributing to an open-source project.
Of course, none of the above is as effective as trying new things out. In order to learn new technologies (in my honest opinon), it is best to dive in "head-first" and try things out.