Subclassing a state is pretty easy to do; it's just a matter of figuring out when you need to use it. Say we had a state called Moving
. We could create states that extend Moving
and call them Running
, Walking
, and so on. These would all have functionality in common with Moving
, but would have slight alterations. It wouldn't make sense to duplicate all of the functions that would be in the Moving
state just to slightly change them, so subclassing the Moving
state would make sense in this instance. Let's try it out with a simple experiment.
Unreal Development Kit Game Programming with UnrealScript: Beginner's Guide
By :
Unreal Development Kit Game Programming with UnrealScript: Beginner's Guide
By:
Overview of this book
Unreal Development Kit is the free edition of Unreal Engine—the largest game engine in existence with hundreds of shipped commercial titles. The Unreal Engine is a very powerful tool for game development but with something so complex it's hard to know where to start.This book will teach you how to use the UnrealScript language to create your own games with the Unreal Development Kit by using an example game that you can create and play for yourself. It breaks down the UnrealScript language into easy to follow chapters that will quickly bring you up to speed with UnrealScript game programming.Unreal Development Kit Game Programming with UnrealScript takes you through the UnrealScript language for the Unreal Development Kit. It starts by walking through a project setup and setting up programs to write and browse code. It then takes you through using variables, functions, and custom classes to alter the game's behavior and create our own functionality. The use and creation of Kismet is also covered. Later, using replication to create and test multiplayer games is discussed. The book closes with code optimization and error handling as well as a few of the less common but useful features of UnrealScript.
Table of Contents (18 chapters)
Unreal Development Kit Game Programming with UnrealScript
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Free Chapter
Project Setup and Test Environments
Storing and Manipulating Data
Understanding the Class Tree
Making Custom Classes
Using Functions
Using States to Control Behavior
Working with Kismet
Creating Multiplayer Games
Debugging and Optimization
Odds and Ends
Pop Quiz Answers
Index
Customer Reviews