Romero Blueprints

Table of Contents Memories

The purpose of the articles in this section is to share personal memories related to video games and game development.


  • Memory 1 of 10: Atari 2600
  • Memory 2 of 10: ZX Spectrum
  • Memory 3 of 10: Game Boy
  • Memory 4 of 10: Super Nintendo
  • Memory 5 of 10: Game programming
  • Memory 6 of 10: PC with CD-ROM (5th Gen.)
  • Memory 7 of 10: PC with Graphics Card (6th Gen.)
  • Memory 8 of 10: Xbox 360 (7th Gen.)
  • Memory 9 of 10: Xbox One (8th Gen.)
  • Memory 10 of 10: HTC Vive VR 


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

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:

Total page views:

Search this blog

Popular posts

  • 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: Arrays
    Array is a container used to store a group of elements of the same type. An array is defined using [] in front of the type. The example bel...
  • 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...
  • The UPROPERTY() macro
    The UPROPERTY() macro is used to expose variables to the Unreal Engine editor and to include the property in the Unreal Engine memory manag...
  • UEFN Verse: Functions
    A function is a block of code that can be executed in different parts of a program. A function is a simple way to reuse code. For example, i...
  • UEFN Verse: Introduction to specifiers
    Specifiers are used in the Verse language to define behaviors for some Verse elements. The symbols < and > are used by specifiers. T...
  • UEFN Verse: Programming a Props Rotator with spawn
    In this article we are going to program a Props rotator. Props are items that can be added to a Fortnite level. Props are used a lot to set ...
  • UEFN Verse: For loop
    The For loop is used to repeat a block of code a specified number of times. The code below is a very simple example of using the For loop to...
  • The UCLASS() macro
    The UCLASS() macro is used to indicate that a C++ class will be part of Unreal's Reflection system. This is necessary for the C++ class...
Tema Simples. Tecnologia do Blogger.