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C# & C++

Games I have built learning how to code C# & C++

When developing this game in UE5 I have learned the following.

  • Physics Simulation

  • Objects and References

  •  Adding an Impulse

  • Blueprint Classes and Instances

  • Spawning Actors

  • Data Types

  • Pawns and Actor Location

  • Control Rotation

  • Vector Addition & Multiplication

  • Get Forward Vector

  • Importing Assets

  • Geometry Brushes (BSP)

  • Materials and Lighting

  • Actor Components

  • Collision Meshes

  • Variables

  • Booleans and Branches

  • Functions

  • Return Types

  • Pure Functions

  • Member Functions

  • Loading Levels & Delay Nodes

Stress Relief (C++)

When developing this game in UE5 I have learned the following.

  • Creating Components

  • Forward Declaration

  • Constructing a Capsule

  • Static Mesh Components

  • Deriving Blueprint Classes

  • Instance vs Default

  • Editing Exposed Variables

  • Exposing The Components

  • Creating Child C++ Classes

  • Handling Input

  • Local Offset

  • Movement Speed

  • Local Rotation

  • Casting

  • Using the Mouse Cursor

  • Rotating the Turret

  • The Tower Class

  • Fire

  • Timers

  • The Projectile Class

  • Spawning The Projectile

  • Projectile Movement Component

  • Hit Events

  • Health Component

  • Applying Damage

  • Creating a Game Mode Class

  • Handling Death mechanics

  • Custom Player Controller

  • The Start Game Widget

  • Countdown Timer

  • Displaying Countdown Time

  • Winning And Losing

  • Game Over HUD

  • Hit Particles

  • Smoke Trail

  • Death Particles

  • Sounds

  • Camera Shake

Tank Adventure (C++)

When developing this game in UE5 I have learned the following.

  • Character Movement Functions

  • Controller Aiming

  • Third Person Camera Spring Arm

  • Skeletal Animations 

  • Editing Collision Meshes

  • Animation Blueprints 

  • 2D Blend Spaces

  • Connecting Animation To Gameplay

  • Inverse Transforming Vectors

  • Calculating Animation Speeds

  • Spawning Actors At Runtime

  • Attaching To Meshes Via Sockets

  • Shooting Architecture

  • Spawning Particle Effects

  • Player View Point

  • Line Tracing By Channel

  • Impact Effects

  • Dealing Damage To Actors

  • Virtual Methods In C++

  • Overriding TakeDamage

  • Blending Animations By Booleans

  • Blueprint Pure Nodes

  • Create and set up an AI controller

  • AI Aiming

  • Nav Mesh And AI Movement

  • Checking AI Line Of Sight

  • BehaviorTrees And Blackboards

  • Setting Blackboard Keys In C++

  • Behavior Tree Tasks And Sequences

  • BT Decorators And Selectors

  • Custom BTTasks In C++

  • Executing BTTasks

  • BTTasks That Use The Pawn

  • BTServices In C++

  • Ignoring Actors In Line Traces

  • Ending The Game

  • Setting Timers In C++

  • Displaying A Lose Screen

  • Iterating Over Actors

  • Calculating The Win Condition

  • Refactoring PullTrigger

  • Weapon Sound Effects

  • Randomized Sound Cues

  • Sound Spatialization

  • Crosshairs and HUDs

  • Health Bars

  • AimOffsets

  • Animation State Machines

  • Complex State Machines

 Robo Hunter (C++)

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