does anyone know how to begin an unreal script? - unreal-development-kit

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.

Related

The Saga of understanding how to apply Axon

I was referring to the Axon documentation trying to implement a Saga: https://docs.axoniq.io/reference-guide/axon-framework/sagas/implementation
As is the case with everything else I've encountered thus far in Axon's documentation I could see no big picture, no diagrams or code examples or even any reference to example code in Github to help me get started.
I know what Saga means conceptually and what it solves. What I'm unable to understand from the documentation is how to apply that concept using Axon's artifacts. There is not one area that is written holistically and completely.
Does anyone have any good reference, books that helps me apply Axon? I'm currently evaluating Axon (and I'm not willing to buy the "support") and the quality of the documentation has almost forced me to look elsewhere (Eventuate).
I wrote this blog about Saga's with code samples I hope this helps you to get started.
Next to the blog that Yvonne has shared, you could take a look at this book from Vijay Nair:
https://www.amazon.com/Practical-Domain-Driven-Design-Enterprise-Java/dp/1484245423
It explains several approaches towards building DDD applications, with the last one diving into Axon's idea of it.
Added, AxonIQ is working on a training environment:
https://academy.axoniq.io/
So, a website with videos and written material about anything Axon-related.
The two courses that are on there right now, are free. Granted, Saga's/Process Manager aren't present there yet, although they should come soon.
When it comes to sample applications using Axon (that are maintained by AxonIQ developers), I'd refer to these:
https://github.com/AxonIQ/hotel-demo -> complete application touching as much of Axon's components as possible
https://github.com/AxonIQ/code-samples -> repository containing more fine-grained samples
https://github.com/fraktalio -> contains several sample projects, of which I'd recommend the restaurant, order, and courier demos
Apart from sharing the info, I am sad to hear you find the Reference Guide lacking at this stage. Any recommendations on improvements are from your current description, rather vague to be honest. If you have the time and interest to enhance this open source product, know you can always open some issue for the guide too. I am not asking you to write the documentation, but a description of the missed would be much appreciated.
https://github.com/AxonIQ/reference-guide

What are the best resources to learn JuMP?

I am new to JuMP / Julia. Do you have some suggestions or advice about how to learn it given that there are so few resources on the internet ?
Go to the fore mentioned quick start guide and run the examples.
JuliaCon lectures are also a good source of information and can be found on YouTube.
Once you get through there is a collection of JuMP notebooks at JuliaOpt.
Using JuMP is simple. However, difficulty might arise due to frequent changes to APIs and interoperability between versions (sometimes you will come across an example that just does not work).

How to import and program in UDK

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..

reverse engineering or documentation tools for flex/actionscript

I have inherited a flex project which is sadly not documented. Im looking for a documentation generation tool / class diagram generater or something like that which works with actionscript. There are around a 1000 class files and I don't have the time to step through all the code in debug.
I have tried a few tools like Doxygen (set the language to java) and NaturalDocs but that didn't work out too well.
No idea for the document generation, BTW, would it really help with a huge bulk ASDoc ?
Regarding the diagram generation I posted an answer for the following question. Not sure the guy ever found out, I'm interested about the matter as well.
Static Actionscript code analysis?
Consider this just a pointer, but Enterprise Architect supports round-trip source code engineering for Actionscript (it's the only tool that can generate UML from AS source code, that I'm aware of).
I haven't used it much, just tried it some time ago, but perhaps it's worth a shot. I think it has a 30-day free trial.
If anybody else is looking for an answer, I would recommend using Crocus Modeller, UML modeling tool for AS3 & FLex with reverse engineering feature.

How do you learn a new skill/framework/technology?

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.

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