![]() It was around this time that a few things happened. Working on my learning project, I needed an event dispatcher to deal with chain reaction explosions, and this video helped me make sense of them. This Pong tutorial was really helpful for essentials like a fixed static camera, custom keyboard input, and turning BSP brushes into simple meshes. Truly, I thought I had a good grasp after watching these videos, but I found I still really didn't know how to do some essential things, like put a camera where I wanted it. This was about the point where I felt armed to really get into making my Every Extend clone, but I quickly ran into that imposing barrier between watching someone make something and actually making something. My favorite series here for wrapping my head around core UE4 tools and workflow was the endless runner series. It was a simple click from this playlist to finding the official Unreal Engine channel on Youtube, which has a wealth of video tutorials. This was more of what I was looking for: taking a simple game and implementing it using this behemoth of an engine. Via a search that landed me on the Unreal Wiki, I ended up on a YouTube playlist on building a 2D Sidescroller using Blueprints. Looking over Lynda's selection, it looks like they've targeted artists and level designers with their videos, not developers, so maybe I just had bad luck on this one. I suppose it gave me some big-picture ideas, but the pace was painful. I got through some of Craig Barr's training materials, but I found them much too slow for me. I have free access through my university, but I had never used any of their videos before. I began by turning to only because so many of my students have told me that it is useful. I love Every Extend, as one can see from my old research project EEClone, and whenever I am learning a new game development environment, I start by recreating Every Extend. Let me point out too that my first goal was to build a simple clone of Every Extend (the precursor to Every Extend Extra, which every Google search seems to want me to find instead). Still, I think I can provide some breadcrumbs. When I first began this adventure, I started a document into which I intended to keep a running tally of what resourced I used and what I learned from them, with an eye toward being able to reuse these in planning a future game programming course around UE4 the truth is that it quickly got too chaotic to be easily tracked down. A friend asked for advice on learning UE4, and so I decided to write this blog post to provide a few pointers. I hit something of a milestone two days ago, and I proudly posted on Facebook. I spent just a few days before the semester started diving into UE4, and I decided to invest a lot of my "research time" this past semester in learning it. ![]() In particular, I was reminded of two facts: it is now free to use, and it incorporates a visual scripting language- Blueprints-that can be used in addition to C++. Toward the end of the Summer, though, something reminded me to look again at what is now Unreal Engine 4. ![]() ![]() ![]() I didn't get very far into it, though, in part because it required rather arcane use of C++, and most of my students don't know C++ at all. Eight or ten years ago, I looked into UDK (Unreal Engine 3) as a potential tool to use for research and teaching of game development. ![]()
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