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)

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...
  • 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...
  • 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: 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...
  • UEFN Verse: agent and player classes
    In this article, I will cover the agent and player classes, as well as review the concepts of inheritance and casting . The agent class is ...
  • 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...
  • UEFN Verse: Guard Spawner device
    The Guard Spawner device can spawn a group of enemies to attack players. We can define the type of guard, the quantity and the frequency. O...
  • 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 events
    Events are used as a form of communication between game elements. Creative devices have several events, and it's possible to create even...
  • 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...
Tema Simples. Tecnologia do Blogger.