Book Image

Unreal Development Kit Game Programming with UnrealScript: Beginner's Guide

By : Rachel Cordone
Book Image

Unreal Development Kit Game Programming with UnrealScript: Beginner's Guide

By: Rachel Cordone

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
Index

Time for action – Using Clock and UnClock


Let's run a little test with BrokenActor to see how to use these two functions.

  1. Open BrokenActor.uc in ConTEXT.

  2. We'll use PostBeginPlay for this. Let's write it like this:

    function PostBeginPlay()
    {
        local int i;
        local float StopWatch, Size;
        local vector A, B;
    
        Clock(StopWatch);
    
        for(i=0; i<1000; i++)
        {
            A = VRand() * 1000;
            B = VRand() * 1000;
            Size = VSize(A - B);
        }
    
        UnClock(StopWatch);
        `log("Time taken to execute:" @ StopWatch);
    }
  3. What we're doing here is running a loop 1000 times. Each time we take two vectors, A and B, and randomize them. Then we calculate the distance between them with VSize. We use a float called StopWatch in the Clock and UnClock functions, then log the value so we can see how long it took to run the loop.

  4. Compile the code. We'll get a warning about Size, but we'll ignore it for this test.

  5. Run the game, then exit and take a look at the log:

    [0005.32] ScriptLog: Time taken...