Gleich geht’s los!
ORLOVSKY CONSULTING GBR
orlovskyconsulting.de
OUR SERVICES
• Software development and quality assurance.
• Java, C++, C#, JavaScript, TypeScript, Kotlin, VB, Cobol
• Helping clients to understand the requirements.
• Creating real and honest estimates and solution plans.
• Offering training and workshops in various IT technologies.
• 3D design, animation in Maya , Cinema 4D.
• Unity3D and Unreal and Hazel game development.
• Cybersecurity both offense and defense implementations.
• Deploying of Drupal, WordPress, Joomla based websites.
• IT consulting services for the Cloud and hybrid solutions.
• Databases Oracle, Postgre, MSQL, MariaDB, NOSQL
• Digitalization with SAP, ORACLE, ODOO, Microsoft Dynamics 365.
WORK IN UNITY3D
WORK IN JAVA
WORK IN C# WPF
WORK IN JAVAFX
MORE INFORMATION ON
orlovskyconsulting.de
ocgforum.javaprofide.de
alexbizcodeblog.orlovskyconsulting.de
orlovskycastle.orlovskyconsulting.de
UNREAL IN PRACTICE
CONTENT
• Historical reference about Unreal and Unity
• Typical Unreal classes
• Unreal UI is a „mess“
• Clean and compile pipeline, then repeat it again!
• Very easy to break!
• “Unreal way” of your code base!
• Unit test?
• Summary
HISTORY UNITY AND UNREAL
Unity was launched in 2005 with the goal of making game development
more accessible.
The initial development environment was Mac OS.
Only a few years later, it was converted to a native Windows game platform.
Short description: a newcomer.
Unreal Engine was initially created in 1995 by Epic Games.
Since then, it has been used for the creation of many AAA games and is
very well known in the game development community.
Short description: old and battle-tested.
TYPICAL UNREAL CLASSES
Read online documentation https://dev.epicgames.com/documentation
UNREAL UI IS „MESS“!
In blueprint view, there a lot of penal‘s with different types of settings.
If you use custom C++ stuff, you can actually add even more stuff, which
probably make usage of engine harder.
Unreal UI IS counterintuitive!
Unreal UI don‘t follow ISO standards!
ISO 9241-110:2018 - Ergonomics of Human-System Interaction
ISO 9241-210:2019 - Human-Centered Design for Interactive Systems
ISO 14915:2019 - Software and Systems Engineering - Multimedia User Interfaces
ISO 9241-171:2008 - Ergonomics of Human-System Interaction
Some things better done via plugin‘s!
UNREAL UI IS „MESS“!
Why those categories are not
organized in
more user friendly way?
This works !
CLEAN AND COMPILE PIPELINE,
THEN REPEAT IT AGAIN!
• Your game is very dependent on Unreal API!
• One part is writing C++ code and addition setting up project settings ,
example Input.
• Misalignments of Unreal and Visual Studio can happen!
Make sure your dev environment not breaking!
• Decide how you implement the game logic, don’t mix blueprint graph
and the C++ classes, yes you can do that , but its very confusing and
hard to maintain.
UNREAL PROJECT SETUP
INPUT
VERY EASY TO BREAK
• Unreal Engine allows calling functions or interacting with objects
without strict context!
• During my learning i easy broke my project many times, use version
control !
• Commit and push on running code only!
• Unreal Engine can be "easy" extended via C++ code , which is good
and bad, bad because you then will be responsible for the upkeep
• Build tools of Unreal not always align with latest Visual Studio
• Project build check your project settings before packaging !
https://www.youtube.com/watch?v=emOsoyHSmAE
• For distribution you can simply put your project on filehost or if you
mean business then put your game somewhere on Steam, or Epic
Store!
“UNREAL WAY” OF YOUR
CODE BASE!
C++ as challange (runtime vs editor compilation!)
SOLID principles!
•Single-responsibility principle: "There should never be more than one
reason for a class to change."In other words, every class should have only one
responsibility.
•Open–closed principle: "Software entities ... should be open for extension, but
closed for modification."
•Liskov substitution principle: "Functions that use pointers or references to
base classes must be able to use objects of derived classes without knowing
it.“ See also design by contract.
•Interface segregation principle: "Clients should not be forced to depend upon
interfaces that they do not use."
•Dependency inversion principle: "Depend upon abstractions, [not] concretes."
Source: https://en.wikipedia.org/wiki/SOLID
UNIT TEST?
Use CppUnitTest wit MsTest Assert's !
Utilize VisualStudio native testing capabilities
Look up my github for unit tests examples:
https://github.com/orlovskyjavaprofi/CPlusPlusKatas
You test behaviors and game logic , you don’t need to test movements of
your game objects.
You test if events happens after the „exchange“ between the „actors“ in
your game. (Define event in C++ outside of Unreal Engine)
Example: „GameObjectA have interaction with GameObjectB which
resulted in storage of itemB“
Think of game engine as plugin , because if you tight couple your game
logic into the engine itself, well you the you violate the SOLID principles.
SUMMARY
Unreal is not for newbees, you must be already a developer which
familiar with game programming!
Documentation is good , but sometimes it is faster get the "right answer"
is to ask AI.
If you just learn Unreal and don't know C++, you better off with blueprint
as tool Blueprint Visual Scripting.
Is Unreal better then Unity?
Well i say it depends, being used to Unity and C# it certainly different
much tricky experience, but Unreal is powerful engine if your
invest time , well your next Unreal project would look definitely better.
SUMMARY
„Your a consultant, you don‘t have much experiance!“, oh yeah watch me! ;)
Download Unreal demo executable (Windows x64 only)
(Compressed with 7zip)
Part1: https://tinyurl.com/part1-unrealorl
Part2: https://tinyurl.com/part2-unrealorl
Part3: https://tinyurl.com/part3-unrealorl
It looks simple , but it actually took atleast 2 to 3 days
of 8 hours straight work!
Build and make mode ;-)
INTERESTED?
Visit Orlovsky Consulting GbR today!
orlovskyconsulting.de
ocgforum.javaprofide.de
alexbizcodeblog.orlovskyconsulting.de
orlovskycastle.orlovskyconsulting.de

Transition from Unity to Unreal ! Unreal learning curve !

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    OUR SERVICES • Softwaredevelopment and quality assurance. • Java, C++, C#, JavaScript, TypeScript, Kotlin, VB, Cobol • Helping clients to understand the requirements. • Creating real and honest estimates and solution plans. • Offering training and workshops in various IT technologies. • 3D design, animation in Maya , Cinema 4D. • Unity3D and Unreal and Hazel game development. • Cybersecurity both offense and defense implementations. • Deploying of Drupal, WordPress, Joomla based websites. • IT consulting services for the Cloud and hybrid solutions. • Databases Oracle, Postgre, MSQL, MariaDB, NOSQL • Digitalization with SAP, ORACLE, ODOO, Microsoft Dynamics 365.
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    CONTENT • Historical referenceabout Unreal and Unity • Typical Unreal classes • Unreal UI is a „mess“ • Clean and compile pipeline, then repeat it again! • Very easy to break! • “Unreal way” of your code base! • Unit test? • Summary
  • 11.
    HISTORY UNITY ANDUNREAL Unity was launched in 2005 with the goal of making game development more accessible. The initial development environment was Mac OS. Only a few years later, it was converted to a native Windows game platform. Short description: a newcomer. Unreal Engine was initially created in 1995 by Epic Games. Since then, it has been used for the creation of many AAA games and is very well known in the game development community. Short description: old and battle-tested.
  • 12.
    TYPICAL UNREAL CLASSES Readonline documentation https://dev.epicgames.com/documentation
  • 13.
    UNREAL UI IS„MESS“! In blueprint view, there a lot of penal‘s with different types of settings. If you use custom C++ stuff, you can actually add even more stuff, which probably make usage of engine harder. Unreal UI IS counterintuitive! Unreal UI don‘t follow ISO standards! ISO 9241-110:2018 - Ergonomics of Human-System Interaction ISO 9241-210:2019 - Human-Centered Design for Interactive Systems ISO 14915:2019 - Software and Systems Engineering - Multimedia User Interfaces ISO 9241-171:2008 - Ergonomics of Human-System Interaction Some things better done via plugin‘s!
  • 14.
    UNREAL UI IS„MESS“! Why those categories are not organized in more user friendly way? This works !
  • 15.
    CLEAN AND COMPILEPIPELINE, THEN REPEAT IT AGAIN! • Your game is very dependent on Unreal API! • One part is writing C++ code and addition setting up project settings , example Input. • Misalignments of Unreal and Visual Studio can happen! Make sure your dev environment not breaking! • Decide how you implement the game logic, don’t mix blueprint graph and the C++ classes, yes you can do that , but its very confusing and hard to maintain.
  • 16.
  • 17.
    VERY EASY TOBREAK • Unreal Engine allows calling functions or interacting with objects without strict context! • During my learning i easy broke my project many times, use version control ! • Commit and push on running code only! • Unreal Engine can be "easy" extended via C++ code , which is good and bad, bad because you then will be responsible for the upkeep • Build tools of Unreal not always align with latest Visual Studio • Project build check your project settings before packaging ! https://www.youtube.com/watch?v=emOsoyHSmAE • For distribution you can simply put your project on filehost or if you mean business then put your game somewhere on Steam, or Epic Store!
  • 18.
    “UNREAL WAY” OFYOUR CODE BASE! C++ as challange (runtime vs editor compilation!) SOLID principles! •Single-responsibility principle: "There should never be more than one reason for a class to change."In other words, every class should have only one responsibility. •Open–closed principle: "Software entities ... should be open for extension, but closed for modification." •Liskov substitution principle: "Functions that use pointers or references to base classes must be able to use objects of derived classes without knowing it.“ See also design by contract. •Interface segregation principle: "Clients should not be forced to depend upon interfaces that they do not use." •Dependency inversion principle: "Depend upon abstractions, [not] concretes." Source: https://en.wikipedia.org/wiki/SOLID
  • 19.
    UNIT TEST? Use CppUnitTestwit MsTest Assert's ! Utilize VisualStudio native testing capabilities Look up my github for unit tests examples: https://github.com/orlovskyjavaprofi/CPlusPlusKatas You test behaviors and game logic , you don’t need to test movements of your game objects. You test if events happens after the „exchange“ between the „actors“ in your game. (Define event in C++ outside of Unreal Engine) Example: „GameObjectA have interaction with GameObjectB which resulted in storage of itemB“ Think of game engine as plugin , because if you tight couple your game logic into the engine itself, well you the you violate the SOLID principles.
  • 20.
    SUMMARY Unreal is notfor newbees, you must be already a developer which familiar with game programming! Documentation is good , but sometimes it is faster get the "right answer" is to ask AI. If you just learn Unreal and don't know C++, you better off with blueprint as tool Blueprint Visual Scripting. Is Unreal better then Unity? Well i say it depends, being used to Unity and C# it certainly different much tricky experience, but Unreal is powerful engine if your invest time , well your next Unreal project would look definitely better.
  • 21.
    SUMMARY „Your a consultant,you don‘t have much experiance!“, oh yeah watch me! ;) Download Unreal demo executable (Windows x64 only) (Compressed with 7zip) Part1: https://tinyurl.com/part1-unrealorl Part2: https://tinyurl.com/part2-unrealorl Part3: https://tinyurl.com/part3-unrealorl It looks simple , but it actually took atleast 2 to 3 days of 8 hours straight work! Build and make mode ;-)
  • 22.
    INTERESTED? Visit Orlovsky ConsultingGbR today! orlovskyconsulting.de ocgforum.javaprofide.de alexbizcodeblog.orlovskyconsulting.de orlovskycastle.orlovskyconsulting.de