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Programming Megathread
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ZSNO:

--- Quote from: Foxscotch on January 21, 2016, 09:55:25 PM ---why?

--- End quote ---
Because more than likely you won't be using any of the new features added to C++14. (Except for the compiler changes)
It's not like it's some completely new language or anything, C++ is completely backwards compatible.
Basically just say you're using C++ and use things from whatever version you want, only then can you for sure say if you need C++14 to compile or not.
Ipquarx:
So what ARE the new features in C++14 anyways, or even C++11
Foxscotch:

--- Quote from: Ipquarx on January 21, 2016, 11:42:03 PM ---So what ARE the new features in C++14 anyways, or even C++11

--- End quote ---
https://en.wikipedia.org/wiki/C++11
https://en.wikipedia.org/wiki/C++14
Glass Joe:
so are you all gonna ignore the main point of my post or
McJob:

--- Quote from: ZSNO on January 21, 2016, 07:21:36 PM ---If you don't know what's added, then you're probably not using it, just sayin'

--- End quote ---
Well, if you add the new C++14 flag when you run the compiler then I can confirm you're definitely using it :P


Right now trying to replicate Ratchet & Clank 3 features in Unreal 4 for my own amusement. The goal would be to make something work in blueprint, and then replicate the exact same code in C++. If I can do this process over and over, eventually I should be good to just go straight to C++ and even start implementing some of my own ideas.

I'm starting with the "Rocket Rain" feature that you can see in Annihilation and with the giant red robots that shoot green lasers. This feature basically spawns a stack of missiles in random pattern around the area Ratchet is located, and also spawns one missle at Ratchet's current location every few seconds.

My first goal was to get some basic spawn rules in place; you can define a valid "missile zone" which is the area where missiles can land, you can add the "tick poll" that's basically just how long before the next wave of missiles is allowed to be lined up, and missiles will only launch if "Ratchet" is touching the ground (might change this). I originally was working with multi-story missile zones, but I've decided to cut that until I can work out how to do proper line tracing that won't put the decals floating in mid air.

I also got the missile template working; it places a decal on the ground until the missile expires, a missile (no graphics yet) is launched and if you're in a radius around the collision you receive damage. I started working on the material which will turn the decal from orange to red to represent how close the missile is to the ground, like in the game.

Going well so far, and enjoying it more than trying to deal with engine stuff.
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