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Posted

I could also see a series on just using the built-in stock components. Simply setting up a navmesh and adding a monster makes a pretty compelling lesson. Maybe this series should come first, before the dive into programming.

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

Honestly I recommend moreso individual tutorials in actual mechanics instead of broader stuff

 

Also I heavily recommend explaining the important "backend" mechanics(like level transitions, or making "fairer" enemies that don't attack all at once)

hi there

Posted
7 hours ago, The Mover Cell said:

Honestly I recommend moreso individual tutorials in actual mechanics instead of broader stuff

Please be specific.

My job is to make tools you love, with the features you want, and performance you can't live without.

  • 1 month later...
Posted

Okay, so my current thinking, and going along the lines of what we already have, is this:

  • Crash Course
  • Gameplay (just using the default scripts)
  • Programming
  • 3D Spatialization
    • Position and 3D vectors
      • Dot product
      • Cross product
      • ATan
    • Rotation
      • Euler angles
      • Gimbal lock
      • Quaternions
      • Spherical linear interpolation
    • Space Transformations
      • Transform point, vector, normal, quaternion, plane
      • 4x4 matrices
    • Camera Projection
    • Planes
    • Line intersection
    • Convex volumes / brushes
  • Game Mechanics
    • Ray Casts
    • Proximity Test
    • Object Spawning and Deletion
    • World::GetEntitiesInArea
    • World:GetEntities (using filters)
    • Pathfinding
  • Game Physics
    • Mass
    • Velocity
    • Force and Torque
    • Collision
      • Triggers
      • Collision Types
    • Player Controller
    • Intersection
    • Joints
  • Like 7

My job is to make tools you love, with the features you want, and performance you can't live without.

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