Romero Blueprints

Sumário Memórias

O objetivo dos artigos desta seção é compartilhar memórias pessoais relacionadas a videogames e desenvolvimento de jogos.


  • Memória 1 de 10: Atari 2600
  • Memória 2 de 10: TK90X
  • Memória 3 de 10: Game Boy
  • Memória 4 de 10: Super Nintendo
  • Memória 5 de 10: Programação de jogos
  • Memória 6 de 10: PC com CD-ROM (5ª Ger.)
  • Memória 7 de 10: PC com Placa de Vídeo (6ª Ger.)
  • Memória 8 de 10: Xbox 360 (7ª Ger.)
  • Memória 9 de 10: Xbox One (8ª Ger.)
  • Memória 10 de 10: HTC Vive VR 


Enviar por e-mailPostar no blog!Compartilhar no XCompartilhar no FacebookCompartilhar com o Pinterest
Página inicial
Ver versão para dispositivos móveis
Assinar: Postagens (Atom)

Total page views:

Pages

  • About Me
  • Table of Contents BP
  • Table of Contents C++
  • Table of Contents Verse
  • Table of Contents Memories
  • Sumário BP
  • Sumário C++
  • Sumário Verse
  • Sumário Memórias

June 2020:

June 2020:

August 2015:

August 2015:

Search this blog

Popular posts

  • UEFN Verse: Introduction to Scene Graph
    This is the first in a series of articles related to the Scene Graph system in UEFN. Epic Games and many developers have emphasized the impo...
  • Understanding the WorldContextObject
    In an Actor class, you can get a World (current level) reference using the GetWorld() function. However, static functions must receive an U...
  • UEFN Verse: Constructor and Persistence
    In this article I will show how to use a constructor to make it easier to update persisted data. If you're not yet familiar with persist...
  • TMap: Maps in C++
    TMap  is another type of container widely used in Unreal Engine. The elements of a Map are key-value pairs. The type of the key can be diffe...
  • UEFN Verse: Map
    A Map allows the storage of key->value pairs. This is used to make associations between values. The example below creates a Map variable ...
  • UEFN Verse: Creating a Scene Graph component
    In this article, we will create a simple Scene Graph component that will help us understand the relationship between entity, component, and ...
  • UEFN Verse: Introduction to Persistence
    In this article I will present the basics of using persistence in UEFN using Verse. First, let's clarify what we mean by persistence. On...
  • UEFN Verse: Creating events
    Events are used as a form of communication between game elements. Creative devices have several events, and it's possible to create even...
  • Class reference and TSubclassOf
    Sometimes we need to create a variable that stores a reference to a class and not to an instance of the class. For example, a class that rep...
  • UEFN Verse: Operators
    Operators are symbols that represent arithmetic, relational, or logical operations. Arithmetic Operators Arithmetic operators perform mathem...
Tema Simples. Tecnologia do Blogger.