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The need for blueprints

Choosing blueprints to make the course for this book came as a result of a hard decision. As a programmer, I like to write code all the time, even when working with node-based editors such as Unreal's blueprint system. I still tend to write pseudo code first to arrange my ideas and then apply this code to the engine in the shape of blueprint node connections. So, here are the major reasons that will make us use blueprints:

  • As I mentioned earlier, blueprints are not a code-based system; a beginner can understand them and can start building stuff and improvising from the lessons here and building new content. A new programmer can understand the basics of programming and the construction of game/gameplay code from node-based graphs.

    A hardcore programmer can learn how to adapt his vast knowledge to the modern scripting editors.

    Game designers or perhaps artists can also use it to build gameplay logic, levels and construction scripts, or game systems and subsystems.

    In spite of being a programmer, it took me some time to adapt to the blueprints and node-based programming editors in general, as it is a process of generating code without writing it, which is totally different from what I have used over the years.

  • Blueprints give you full access to all of the engine functions and methods. Using the blueprints doesn't mean that you will miss some parts of the engine; you will have full access to all you need in order to build the most complex game logic by controlling all of the game elements, such as audio, physics, rendering, animations, and inputs.
  • With blueprints, you can make small logic changes and run it directly. All that you need to do is click on Save, and then you are free to hit the play button to test your logic. However, using code like C++ requires that you build or compile, which is a bit time consuming in the long run, especially if you are a person who likes to make sure that every piece runs fine and acts as it should before moving on to build a new part of the game logic.
  • As blueprints are not a text-based method, it saves you some time , disk space, and money that would have otherwise been spent to purchase and install an IDE to use. If you are going to use blueprints only with Unreal, and you have no intention of making any changes with the engine source code, I would recommend that you directly download the prebuilt version. Keep in mind that you still need XCode on your computer to be able to make a real build on your device, otherwise you can keep testing in the editor safely.
  • Some people have reported that blueprints are slow, maybe ten times slower than C++ Unreal Engine-based projects, but my advice for you is to ignore such heresy and to go and try it yourself! I used both systems and I could not find any difference: both games-based systems run fine for me on Windows, Mac, Android, iOS, and HTML5. It might be slower in the editor, but a final build ran equally in both, and any lag that came with a huge logic load was only due to the conversion the editor made at runtime to change the nodes into executable code.
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