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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.

Let's build cool stuff and have fun. :)

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.

Let's build cool stuff and have fun. :)

  • 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
    • Axis-aligned bounding boxes
    • Planes
    • 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
    • Player Controller
    • Collision
      • Triggers
      • Collision Types
    • Intersection
    • Joints
  • Like 8

Let's build cool stuff and have fun. :)

  • 4 weeks later...

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