Rocket Crafting Platform- One source all platforms
Nikola Lukic
Game developing-Web applications canvas2D-webGL-webSockets,native android,swift3 at ASTER MEDIA NET d.o.o.
Rocket Crafting Platform is separated on two main git projects, Rocket-Craft (Unreal Engine Projects) and RocketCraftingServer (Node.js project - account session).
One source all platforms
Project Slogan
If you dont wanna to build HTML5 or dedicated servers than you no need UE4 from source. You need to build unreal engine with websocket net driver activated for HTML5 building [html5 websocket networking - Plugin]. On web page you can't use options HOST. On web platform client is just a client you can't host [open port and listen] but you can connect to other clients or dedicated server also communicate with HTTP/HTTPS protocol rocketCraftingServer [node.js].
Github repo link: Rocket Craft This is client part based on UE4 engine.
Based on `Unreal Motion Graphics` to create UI elements and ue4 3d graphics multiplatform implementation. Best solution for multiplatform developing choose in almost any aspect.
Rocket-craft C++/Blueprints Features:
Nature Ue4 features:
- Use Unreal engine to create classic 2d context applications.?Similar to the standard web application.?Rocket is most powerfull cross platform tool i need to use it.?4.24.3 version is most interest checkpoint for UE.?Last version with `only` opengles 2.0 devices support (mobile).?Also is version where we use new feature `exstension HTML5 build`.?Explanation: with opengles 2.0 (also opengles 3) we can still build our application?for old android 5/6/7/8... os. In other way 4.24.3 is one of the last?releases. Future upgrade will be easy.
Ue4 Editor build from source to get power of dedicated server build options.
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| Build from source Unreal Engine |
| Current active and ultimate version |
| is 4.24.3 Read more from html5 ue4 |
| exstension github repo readme files. |
| |
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| Ultimate multiplatform solution. |
| +-------------------------------+ |
| | | |
| | ONE SOURCE ALL PLATFORMS | |
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| +-------------------------------+ |
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| UMG/2d Context 3d PhysX libwebSockets |
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Client part contain next projects:
- Upgraded SurvivalGame Zombies Shooter multiplayer from Tom Looman
- BarbarianRoadMashines [primary work-in-progress] own work
- ShooterGame from Ue4 c++ template
- FullSpectrum is empty basic usage for rocketCraftinServer (Login/Register)
SERVER ACCOUNT SESSION PART
Github repo link Rocket Craft Server. Basic account session staff based on node.js and MongoDB. This repo is private you will need to join the team and participate to get your copy: https://github.com/orgs/RocketCraftingServer/teams/rocketcraftingteam Contact me for invitation.
- Barbarian Road Mashines
This is race game with zombies.
[ beta version downloads / proof of concept ]:
HTML5
Mac OS No build
Android No build
iOS No build
SonyPS No build
XBox No build
BarbarianRoadMashines Beta Testing Video
领英推荐
HANG3D NIGHTMARE [Shooter]
In 'Hang3d Nightmare' fot web platform use only INSTANT PLAY options.
Multiplayer is currently?supported by maximumroulette.com dedicated server [linux cent os 8.3] Server builded on windows host mashine using `v15_clang-8.0.1-centos7`.
Use INSTANT PLAY tab in main menu if you using web (browser) version.
Downloads :
Live HTML5
MACOS
iOS
ANDROID
Chrome Test first build [beta ver] video.
Use profiler fot tex LODS and setup max value 512 or 256. To make smaller pack of data.
Shoot the zombie (Survival)
Realistic rendering - Ue4 template
- build target HTML5
- emscripten 1.39.0
- Max tex lod size 512
- App size 197mb
FUTURE WAS HERE ALL THE TIME
It gives us power of rocket to build and pack app for Windows, MacOs, Linux, Android, iOS, xBox, Sony Playstation, web/html5 etc...
One source all platforms
Project Slogan
Help for c++ template projects
This is only for ue from source case (when you wanna dedicated server builds) in other way just use `build` project, for full rebuild use `rebuild` project.
The option you are referring to (Build -> Project Only -> Clean Only "ProjectName") is a Visual Studio option, not one that is exclusive to Unreal Engine 4. What actually happens when a Project Only Clean process is begun, is that Visual Studio not only cleans the Project, but it also checks to see if it is able to clean anything that the Project depends on. Since you are using a version of the Engine that is built from source code, Visual Studio includes that dependency in the Clean process, which ends up requiring a full build of the Engine. The same occurs if you attempt to rebuild the project only. If you wish to be able to perform a clean at only the project level, you would need to navigate to where your project is located in a Windows Explorer window. In the root project folder, delete the Binaries, Build, DerivedDataCache, and Intermediate folders. Right-click on the project's .uproject file and select the Generate Visual Studio project files option (this will recreate the Intermediate folder). Open the project solution in Visual Studio and Build the project (this will recreate the Binaries and Build folders). When the build completes in Visual Studio, double-click the project's .uproject file to open it in the Editor(this will recreate the DerivedDataCache folder).You should now have a "Clean" project without needing to rebuild the Engine. Source:?https://answers.unrealengine.com/questions/100921/view.html?sort=oldest
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