Gerard Porcello
Quality Assurance & Game Designer
C# & C++
Games I have built learning how to code C# & C++
When developing this game in UE5 I have learned the following.
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Physics Simulation
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Objects and References
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Adding an Impulse
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Blueprint Classes and Instances
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Spawning Actors
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Data Types
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Pawns and Actor Location
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Control Rotation
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Vector Addition & Multiplication
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Get Forward Vector
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Importing Assets
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Geometry Brushes (BSP)
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Materials and Lighting
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Actor Components
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Collision Meshes
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Variables
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Booleans and Branches
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Functions
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Return Types
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Pure Functions
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Member Functions
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Loading Levels & Delay Nodes
Stress Relief (C++)
When developing this game in UE5 I have learned the following.
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Creating Components
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Forward Declaration
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Constructing a Capsule
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Static Mesh Components
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Deriving Blueprint Classes
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Instance vs Default
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Editing Exposed Variables
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Exposing The Components
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Creating Child C++ Classes
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Handling Input
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Local Offset
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Movement Speed
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Local Rotation
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Casting
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Using the Mouse Cursor
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Rotating the Turret
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The Tower Class
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Fire
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Timers
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The Projectile Class
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Spawning The Projectile
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Projectile Movement Component
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Hit Events
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Health Component
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Applying Damage
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Creating a Game Mode Class
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Handling Death mechanics
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Custom Player Controller
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The Start Game Widget
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Countdown Timer
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Displaying Countdown Time
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Winning And Losing
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Game Over HUD
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Hit Particles
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Smoke Trail
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Death Particles
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Sounds
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Camera Shake
Tank Adventure (C++)
When developing this game in UE5 I have learned the following.
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Character Movement Functions
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Controller Aiming
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Third Person Camera Spring Arm
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Skeletal Animations
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Editing Collision Meshes
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Animation Blueprints
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2D Blend Spaces
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Connecting Animation To Gameplay
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Inverse Transforming Vectors
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Calculating Animation Speeds
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Spawning Actors At Runtime
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Attaching To Meshes Via Sockets
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Shooting Architecture
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Spawning Particle Effects
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Player View Point
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Line Tracing By Channel
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Impact Effects
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Dealing Damage To Actors
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Virtual Methods In C++
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Overriding TakeDamage
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Blending Animations By Booleans
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Blueprint Pure Nodes
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Create and set up an AI controller
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AI Aiming
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Nav Mesh And AI Movement
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Checking AI Line Of Sight
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BehaviorTrees And Blackboards
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Setting Blackboard Keys In C++
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Behavior Tree Tasks And Sequences
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BT Decorators And Selectors
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Custom BTTasks In C++
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Executing BTTasks
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BTTasks That Use The Pawn
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BTServices In C++
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Ignoring Actors In Line Traces
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Ending The Game
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Setting Timers In C++
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Displaying A Lose Screen
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Iterating Over Actors
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Calculating The Win Condition
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Refactoring PullTrigger
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Weapon Sound Effects
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Randomized Sound Cues
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Sound Spatialization
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Crosshairs and HUDs
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Health Bars
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AimOffsets
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Animation State Machines
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Complex State Machines