Found 7 repositories(showing 7)
Southclaws
A minimal, C/Go-esque, error handling library for the Pawn language
rezadarooei
Unreal Multiplayer Course - Section 4 - Krazy Karts In follow up to our hugely successful Complete Unreal Engine Developer course we bring you Unreal Multiplayer Mastery - as on featured on Epic's UE4 blog. In this section make your games feel responsive no matter what network conditions your players face. Understand and explain concepts such as lag. Devise mechanism to compensate for lag in your games. You're welcome to download, fork or do whatever else legal with all the files! The real value is in our huge, high-quality online tutorials that accompany this repo. You can check out the course here: Unreal Multiplayer Mastery 0 Introduction to Krazy Karts We overview the sections topics. 1 Creating A Go-Kart Pawn Create the project. Create a pawn. Setup GameMode Spawning. Setup Camera. Attach throttle controls. 2 Understanding Forces And Movement Revision of forces in physics. Calculating movement from force. Providing the driving force. 3 Blocking Movement Without Physics Setting up collision volumes. Sweeping with AddActorWorldOffset. Resetting velocity on collision. Refactoring the Tick function. 4 Rotations With Quaternions Angle axis rotations with FQuat. Adding rotations actors. Rotating our velocity. 5 Simulating Air Resistance Understanding air resistance. Getting the "speed". Calculating force due to air resistance. 6 Simulating Rolling Resistance What is rolling resistance? Finding the gravity in Unreal. Implementing rolling resistance. Example rolling resistance coeffients. 7 Steering And Turning Circles Why we get turning circles. Calculating our rotation geometry. Correcting steering behaviour. 8 Server Functions & Cheat Protection How to change state from the client. Introduction to RPC server functions. What is validation? Implementing validation for input. 9 AutonomousProxy vs SimulatedProxy What are Actor roles? Investigating the network roles. Updating the AutonomousProxy. 10 Sources Of Simulation Error How simulation error effect our game. Overview the different sources of error. Investigate approaches to eliminating them. 11 Replicating Variables From The Server Overview of property replication. Replicating the actor position. Setting and reading the property. Replicating the actor rotation. 12 Triggering Code On Replication Deep dive on property replication. Setting the network update interval. Notify on replicate. Simulate between updates. 13 Smooth Simulated Proxies Replicating velocity. Why is movement jerky? Replicating control input to SimulatedProxy. 14 Simulating Lag And Packet Loss What is lag? Simulating lag and packet loss. Why does lag cause glitching? 15 Replay Autonomous Moves Why do we reset when accelerating? Keeping AutonomousProxy ahead of the Server. What information needs to be sent to the server. Compare our different simulation approaches. 16 Planning Client-Side Prediction Pseudocode for client prediction. Adding structs for synchronisation. 17 Replicating Structs What do we have already? Replicating state via a struct. Sending the Move struct via RPC. 18 Simulating A Move The SimulateMove signature. Updating the canonical state. Implement SimulateMove. 19 Unacknowledged Move Queue TArray for the Move queue. Tidying the move creation code. Printing the queue length. Removing acknowledged moves. 20 Simulating Unacknowledged Moves Simulate all moves. Testing for smoothness. How can we still make it glitch? 21 Fixing SimulatedProxy Prediction Ensuring the Server simulates once. Local prediction on the client. Making smoother predictions. 22 Refactoring Into Components Red-Green-Refactor process. How to spot your "code smells". Identifying a suitable refactor. Planning our refactor. 23 Extracting A Movement Component Create and name the component. Move member declarations across. Move function implementations. Fix build errors. 24 Extracting A Replication Component Creating the component. Enable replication. Move member declarations across. Move function implementations. Fix build errors. 25 Decoupling Movement & Replication What happens if we disable the replicator? Allow the Movement Component to tick. Getting the information to replicate. 26 Linear Interpolation For Position How does linear interpolation work? Overview of client interpolation. Pseudocode for client interpolation. 27 FMath::Lerp For Client Interpolation Ensure movement replication is off. Updating the time variables. FMath::Lerp vs FMath::LerpStable. Implementing the pseudocode. 28 FQuat::Slerp For Rotation Slerp vs Lerp. Store tranform instead of location. Implementing Slerped location. 29 Hermite Cubic Spline Interpolation Understanding jarring movement. How velocity can help or hinder. A brief overview of polynomials. Introducing the Hermite Cubic Spline. 30 FMath::CubicInterp For Velocity Slopes, derivatives and velocity. Using CubicInterp for location. Using CubicInterpDerivative for velocity. 31 Refactoring With Structs Assessing the existing code. Creating a plain C++ struct. Pulling out methods. 32 Client Interpolation Mesh Offset Understanding mesh offseting. Set up the mesh offset root component. Manipulating the offset instead. 33 Advanced Cheat Protection Bounding the inputs. Stressing our DeltaTime. Tracking simulation time. 99 End Of Course Wrap-up Congratulations on making it this far! Why we don't cover dedicated server. How to continue practicing your skills
wyretray
No description available
Nivedha-r29
Sundharam GoldStac is a pawn shop management software designed to digitally manage customer details, pawned items, loan issuance, interest calculation, repayments, and redemptions. It helps pawn shop owners track transactions accurately, reduce manual errors, and generate financial reports through a simple Tamil-first interface with secure role-bas
DoctorVanGogh
Rimworld mod to fix error on butchering human corpses with a pawn without a 'mood' need
roshan-sirohi-au19
Hey this i Roshan Sirohi with the chess project it is a small chess game with command line inputs The chess is left to right instead of top to bottom as i found it easier to code left is whites and right is blacks and as always whites move first no AI if you have a friend play with him or you can play by yourself how to input moves will be shown when program is run "PLEASE REPL TO RUN IT" as i used it most of the time for this project and in VScode it was giving an error there is a small error at check mate and the starting move of pawn is not two spaces (when tried to code the two spaces the whole code was falling apart and i couldn't figure it out so the starting move that pawn can move is only one) there are no errors otherwise
ntigger
Exception ticking 2.의사 (at (62, 0, 160)): System.MissingMethodException: void RimWorld.IdeoGenerationParms..ctor(RimWorld.FactionDef,bool,System.Collections.Generic.List`1<RimWorld.PreceptDef>,System.Collections.Generic.List`1<RimWorld.MemeDef>) at IdeoTransform.CompAbilityEffect_MemeTransform.Apply (Verse.LocalTargetInfo target, Verse.LocalTargetInfo dest) [0x0001a] in <8367470705b84646b344b56f53230286>:0 at RimWorld.Ability.ApplyEffects (System.Collections.Generic.IEnumerable`1[T] effects, Verse.LocalTargetInfo target, Verse.LocalTargetInfo dest) [0x0000f] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0 at RimWorld.Ability.ApplyEffects (System.Collections.Generic.IEnumerable`1[T] effects, System.Collections.Generic.IEnumerable`1[T] targets, Verse.LocalTargetInfo dest) [0x00010] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0 at RimWorld.Ability.Activate (Verse.LocalTargetInfo target, Verse.LocalTargetInfo dest) [0x00027] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0 at RimWorld.Verb_CastAbility.TryCastShot () [0x00000] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0 at Verse.Verb.TryCastNextBurstShot () [0x00012] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0 at Verse.Verb.VerbTick () [0x00055] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0 at Verse.VerbTracker.VerbsTick () [0x00019] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0 at RimWorld.Ability.AbilityTick () [0x00006] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0 at RimWorld.Pawn_AbilityTracker.AbilitiesTick () [0x00010] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0 at (wrapper dynamic-method) Verse.Pawn.Verse.Pawn.Tick_Patch2(Verse.Pawn) at Verse.TickList.Tick () [0x0015c] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0 UnityEngine.StackTraceUtility:ExtractStackTrace () (wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch2 (string) Verse.TickList:Tick () (wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch4 (Verse.TickManager) Verse.TickManager:TickManagerUpdate () Verse.Game:UpdatePlay () Verse.Root_Play:Update ()
All 7 repositories loaded