Summer Work (Day 2)
Beginning C++
Over the weekend I was able to finally compile Unreal Engine from source. The reason I couldn't up until now was a combination of things. The first was the version of Visual studio I was using. The readme specified VS 2017, while I had always been using VS 2019. I also didn't read the readme up until this point which was something I should have done way sooner. After I figured that out I built with only 20 errors. This was better than the few hundred I was getting from VS 2019 but they were still the same Fatal Error C1076 compiler limit. Because it was only 20 errors I decided to just build it again for the hell of it and it went down to 8 errors. This was confusing but a welcome surprise. On the third build it finished with 0 errors and I was able to open the editor in 4.26 in all of its buggy beauty.
Today I have been mainly focused on getting the planets moving in C++. It's not done yet but I hope to have it done by the end of the week. The way I'm doing it is based on the video by Sebastian Lague. He is doing it in C# which I understand from working on Nexus last year. The big challenge is porting that logic to C++. It took me longer than I thought but I still started ahead because I knew how to define variables and functions and such. This is what I have by today:
CelestialBody.hCelestialBody.cpp
None of it works yet as the functions aren't being called by anything and there is no mesh to render, but that will come in the future.
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