Lesson 8: Programming and Prototyping
1. Basics of Game Programming
Introduction to Coding for Games:
Fundamental Concepts:
Variables: Store data that can be used and manipulated.
Data Types: Different kinds of data, such as integers, floats, and strings.
Control Structures: Direct the flow of the program (if statements, loops).
Functions: Blocks of code designed to perform specific tasks.
Object-Oriented Programming (OOP): Use of objects and classes to structure code.
Practical Example:
Hello World in Unity (C#):
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using UnityEngine; public class HelloWorld : MonoBehaviour { void Start() { Debug.Log("Hello, World!"); } }
Hello World in Unreal Engine (C++):
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#include "GameFramework/Actor.h" #include "MyActor.h" #include "Engine/Engine.h" AMyActor::AMyActor() { PrimaryActorTick.bCanEverTick = true; } void AMyActor::BeginPlay() { Super::BeginPlay(); GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Yellow, TEXT("Hello, World!")); }
2. Prototyping Your Game
Building a Basic Version of Your Game:
Idea to Prototype:
Concept: Define the core mechanics and goals.
Design: Create simple sketches or wireframes of your game.
Implementation: Start coding the basic mechanics.
Practical Example:
Unity: Simple 2D Platformer Prototype:
Setup Project:
Create a new 2D project in Unity.
Create Player:
Add a sprite for the player character.
Write a script for player movement.
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using UnityEngine; public class PlayerMovement : MonoBehaviour { public float speed = 5f; void Update() { float move = Input.GetAxis("Horizontal") * speed * Time.deltaTime; transform.Translate(move, 0, 0); } }
Create Platforms:
Add sprite assets for platforms.
Use Unity's Box Collider2D component for collision detection.
Add Basic Physics:
Attach a Rigidbody2D component to the player for physics interactions.
Unreal Engine: Basic First-Person Shooter Prototype:
Setup Project:
Create a new First-Person Shooter project in Unreal.
Create Player Character:
Use the default FPS template.
Add Basic Shooting Mechanic:
Create a blueprint or C++ class for shooting.
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void AMyFPSCharacter::Shoot() { if (ProjectileClass) { FVector MuzzleLocation = GunMesh->GetSocketLocation("Muzzle"); FRotator MuzzleRotation = GunMesh->GetSocketRotation("Muzzle"); AProjectile* Projectile = GetWorld()->SpawnActor<AProjectile>(ProjectileClass, MuzzleLocation, MuzzleRotation); } }
Setup Basic AI:
Use Unreal's AIController and Behavior Trees to create simple enemy behavior.
3. Using Game Engines
Overview of Popular Game Engines:
Unity:
Strengths: Versatile, beginner-friendly, large asset store, supports both 2D and 3D.
Use Cases: Indie games, mobile games, VR/AR.
Key Features:
Component-Based Architecture: Build functionality by attaching components to game objects.
Asset Store: Access to thousands of free and paid assets.
Cross-Platform Support: Build games for multiple platforms.
Example Project:
2D Puzzle Game: Leverage Unity's tilemap system to create a grid-based puzzle game.
Unity Example:
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public class Tile : MonoBehaviour { public bool isWalkable; // Additional tile properties and methods }
Unreal Engine:
Strengths: High-fidelity graphics, powerful blueprint system, robust physics engine.
Use Cases: AAA games, realistic simulations, architecture visualization.
Key Features:
Blueprints: Visual scripting system for quick prototyping.
High-Quality Rendering: Real-time rendering capabilities.
Cinematic Tools: Create high-quality in-game cutscenes.
Example Project:
First-Person Shooter: Utilize Unreal's robust physics and rendering for a realistic FPS game.
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