Month: March 2017

UE4: Making a decent scene (Part 1)

UE4: Making a decent scene (Part 1)

In Unreal Engine 4, beginners mostly suffer because they can’t make a scene. But, %66 percent of people get across that very quickly, and almost everyone gets stuck on the issue of lighting, positioning props, etc. (Well, as far as I know). Well, I have a tactic. Which is, randomly making a scene, then getting inspiration from that scene to make the scene you desire.

Continue reading “UE4: Making a decent scene (Part 1)”

Xamarin: Cross-platform mobile apps made (really) easy

Xamarin: Cross-platform mobile apps made (really) easy

I found out about Xamarin like one and a half months ago. I really liked it, and now I think that it is time to make a blog post about it. Xamarin is a platform for building cross-platform (or non-cross-platform) mobile apps easily, using C# and Mono. You can use any IDE for it, preferably Visual Studio 2015. Since Xamarin is owned by Microsoft, there is an option for installing Xamarin directly onto Visual Studio. Perfect!

Xamarin has a few branches; Xamarin.Forms, Xamarin.iOS, Xamarin.Android, Xamarin.WinPhone(UWP).  Each of them are for their corresponding platforms, but what is Xamarin.Forms? Xamarin.Forms is a branch of Xamarin, that allows you to write shared code for the UI. So, basically you write UI code for all platforms, but you may have to write extra code specifically for each platform.

Let’s get to the point. Xamarin, especially Forms, is INCREDIBLY flexible. You can basically do everything mobile in there (there are exceptions obviously, such as 3D physics games). There are many tools, views, layouts, pages, etc. You can see that just from the applications made using Forms.

But, if you don’t want cross-platform, or you want to harness the power of each platform specifically, there are always the platform specific ones. I mean, cross-platform isn’t always better.

I will be posting more posts on this topic, so stay tuned! (Maybe on Sunday if I don’t forget or play Half-Life 2 for eight hours, just maybe)

Featured image credit: TechCrunch

Virtual Reality games and HMDs

VR is a game sub-industry which is, well, blowing up right now. It wasn’t too big before, and technology to make VR games were limited, but now, there is more technology to make VR games than you will ever need. The thing is, how do we test those Virtual Reality games? An HTC Vive is 900 euros! * dead * It costs more to test the game, than you get money from it! And, you have to learn to make VR games, understand how it works, so it will be a LOOOONG time before you can break even. And don’t give the “Oculus Rift is cheaper” excuse, the HTC Vive is ten times better than the Oculus. Besides, the DK2 is sold out. Gimme a break..

Hand controllers

The hand controller is a great idea, because what is the point of VR when you just look around, and give input from a keyboard from the real reality? It just isn’t virtual anymore. (Too bad that the guys at Oculus slept through the course of innovation.)

The controllers of the HTC Vive have trackpads, which is a nice idea too, to give more control. I think that the more input you can give (that isn’t given to something other than the HMD), the better experience of VR.

A huge problem with VR

A huge problem with VR is that, if you give movement input via walking, then you will most definitely, %100, guaranteed, crash into a wall, hurt yourself, and maybe even break the headset. And since going outside to play VR games is a really bad idea, you most likely have to turn Standing Mode on, and what’s the fun in that?


Basically, making VR games is hard, playing them is hard, but when you can, it’s so much fun!

That’s it for this post because I have to go to sleep in half an hour at the time of writing. Thanks for reading!

P.S. I am not dead. I just forgot to write posts for a month straight.