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Hi, This is not a problem. Whether the event needs processing is optional. Perhaps the warning should be closed.

You're in any place “registerOut (onConnectionState,...)”, reference demos.

UE4 and KBE, all use RecastNavigation to navigate: 1:reference https://answers.unrealengine.com/questions/226395/how-can-i-use-navmesh-data-in-server-side-2.html https://answers.unrealengine.com/questions/446294/%E5%A6%82%E4%BD%95%E5%AF%BC%E5%87%BAue4%E7%9A%84%E5%AF%BC%E8%88%AA%E6%95%B0%E6%8D%AE.html 2: This is a mmorpg commercial project using UE4 and KBE. In KBE do some compatibility, based on the...

static class FNavigationGeomExec : private FSelfRegisteringExec { public: /** Console commands, see embeded usage statement **/ virtual bool Exec( UWorld* InWorld, const TCHAR* Cmd, FOutputDevice& Ar ) override { #if...

一个可用的导出UE4 navmesh工具 https://github.com/aurelien-rainone/go-detour

一个关于导出navmesh的讨论: http://bbs.kbengine.org/forum.php?mod=viewthread&tid=3716&extra=page%3D1

对于移动类应用大量离线玩法对数据库要求较高的情况使用nosql也许可以更好的解决问题。

将会同时进行。对于我来说分次扩展反而第二次还得回来温习结构:)。

一个大型mmo端游项目让KBE支持mongodb了,后面会合并到主分支 https://github.com/acatadog/kbengine/tree/master/kbe/src/lib/db_mongodb

你用tcp模式试试