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tomlooman avatar

tomlooman/ActionRoguelike

0
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4,493 stars·807 forks·C++·52 viewstomlooman.com/unreal-engine-sample-game-action-roguelike↗

ActionRoguelike

ActionRoguelike is a third-person cooperative game project built with C++ and Unreal Engine. It functions as a networked application that utilizes replication architecture to synchronize character states and combat across multiple clients.

The project implements a data-oriented performance framework that employs object pooling and asynchronous asset loading to optimize memory usage and frame rates. It features a behavior tree AI system combined with environment queries to drive autonomous NPC decision making and combat, alongside a binary serialization framework for saving actor variables and user profiles to disk.

The codebase covers high-level capabilities including action combat mechanics, RPG character state management, and event-driven user interface design. It also incorporates performance optimization techniques such as animation throttling and data-oriented entity management to handle high-volume objects.

Features

  • Gaming and Game Development - A third-person cooperative action roguelike developed using C++ and Unreal Engine.
  • Action Roguelikes - Develops a third-person cooperative action roguelike with fast-paced combat and procedural elements.
  • Behavior Trees - Uses behavior trees to manage complex task logic and decision-making for autonomous NPCs.
  • Environmental Query Systems - Combines behavior trees with environmental queries to drive intelligent NPC decision logic.
  • Action Roguelikes - Develops a third-person cooperative action roguelike with fast-paced combat and procedural elements using Unreal Engine.
  • Game State Persistence - Persists player profiles and world actor states to disk to maintain progress between sessions.
  • Character State Systems - Manages character attributes, abilities, and status effects to define gameplay capabilities.
  • Game Performance Optimizations - Optimizes game performance through memory management, object pooling, and animation throttling.
  • Data-Oriented Optimizations - Employs a data-oriented runtime architecture with object pooling to optimize memory and frame rates.
  • Gameplay Mechanics Implementation - Implements action combat mechanics including attacks, dashes, and projectiles within the game engine.
  • Multiplayer Networking - Synchronizes character actions and combat features across multiple clients for cooperative play.
  • Behavior Tree AI - Implements intelligent enemy behavior using behavior trees and environment query systems for chasing and attacking.
  • NPC Logic Composition - Designs and attaches decision-making structures to NPCs to handle roaming, chasing, and attacking patterns.
  • Cooperative Multiplayer Synchronization - Synchronizes character actions and world state across multiple clients to enable smooth cooperative gameplay.
  • Game State Replication - Synchronizes game state between server and clients using a replication model for multiplayer cooperation.
  • Data-Oriented Design - Uses data-oriented design and arrays of structs to efficiently handle high-volume game objects.
  • Binary Game State Serialization - Implements a serialization framework that writes actor variables and user profiles to disk to preserve world state.
  • Binary Serialization - Converts game world and actor state into compact binary formats for persistent disk storage.
  • Asynchronous Asset Loading - Loads game assets asynchronously via soft references to prevent frame rate stutters during gameplay.
  • Data-Oriented Design - Organizes high-volume game objects using arrays of structs to improve runtime execution speed and cache locality.
  • Game State Restoration - Applies persisted binary data to game actors during level load to recover their internal states.
  • Gameplay Logic Throttling - Reduces the fidelity of animations and visual effects based on importance to maintain consistent frame rates.
  • Player Profile Management - Retrieves saved player data and identifiers upon session entry to restore progress and spawn locations.
  • Animation Throttling - Implements logic to limit the time spent on animation processing per frame to ensure consistent frame rates.
  • Game Progress Synchronization - Stores character attributes and world state to maintain progress across separate gaming sessions.
  • World State Persistence - Persists environmental changes and actor coordinates into binary arrays to preserve world state.
  • Object Pooling - Recycles dormant actors via object pooling to minimize memory fragmentation and allocation overhead.
  • Object Pools - Implements object pooling to recycle game entities, reducing memory fragmentation and processor overhead.
  • Progress Tracking - Captures player metrics and unique identifiers to link game progress and statistics to users.
  • Event-Driven User Interfaces - Employs an event-driven architecture to decouple interactive on-screen elements from core game logic.
  • Game Overlays and HUDs - Develops on-screen HUDs and menu overlays to track character attributes and game progress.
  • In-Game User Interfaces - Provides in-game user interfaces including main menus, attribute trackers, and world-space health widgets.

Star history

Star history chart for tomlooman/actionroguelikeStar history chart for tomlooman/actionroguelike

How this analysis was created: This summary and feature list are AI-generated from collected project material and can contain mistakes. Stars, license and language are imported from GitHub. Inclusion does not mean that we have tested or audited this project. Check the source documentation for any feature you depend on. Learn more on our About page.

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Frequently asked questions

What does tomlooman/actionroguelike do?

ActionRoguelike is a third-person cooperative game project built with C++ and Unreal Engine. It functions as a networked application that utilizes replication architecture to synchronize character states and combat across multiple clients.

What are the main features of tomlooman/actionroguelike?

The main features of tomlooman/actionroguelike are: Gaming and Game Development, Action Roguelikes, Behavior Trees, Environmental Query Systems, Game State Persistence, Character State Systems, Game Performance Optimizations, Data-Oriented Optimizations.

Which projects share features with tomlooman/actionroguelike?

Projects with overlapping indexed features include: godotengine/godot-demo-projects — This repository is a comprehensive collection of functional 2D and 3D demo projects and implementation samples for the… vcmi/vcmi — vcmi is an open-source game engine for Heroes of Might and Magic III that recreates the gameplay, logic, and rendering… space-wizards/space-station-14 — Space Station 14 is a C# multiplayer game and roleplay simulation framework. It is built upon an… almasb/fxgl — FXGL is a 2D game engine and development framework designed for Java and Kotlin. It provides a structured environment… veloren/veloren — Veloren is an open-source multiplayer RPG featuring a voxel-based action adventure in a procedurally generated fantasy… bitbrain/beehave — Beehave is a behavior tree AI framework and plugin for the Godot engine. It serves as an agent logic orchestrator for…