This is an extension to the previous post where we handled motion. In this chapter, we will explore how to synchronize other motion, such as jump/fall and you can actually…
In the previous post we've created a character creation screen and we're able to log into the game. Now we will aim to make the map a shared space, i.e.…
This is a continuation of the previous chapter where we designed a login screen. In this chapter we will look to not only create a character with a name, but…
This is PART 2, if you haven't checked, the previous chapter, we explored creating the C++ classes which will be used to integrate to our web server. In this post,…
In the previous chapter we've programmed a character controller in our Java Micronaut application which you can find here. This part is split into two parts, second being available here.…
In the last few chapters we've setup a basic Micronaut project with JWT authentication against Postgres table. You can find the chapters here: Setup Micronaut + Postgres Setup base JWT…
The code for this project can now be found here. Note that this repository is branched from the Micronaut template that was created in previous chapters. The original template can…
In this chapter, we implement Java JWT Authentication in our Micronaut project + check against user table. You can find the summary of this post in this youtube video https://www.youtube.com/watch?v=acAFcDWuxhI…
Make a game server with Java Micronaut, Jooq + Posgtgres + Flyway In the previous post, we had our java app store characters movements and send them to UE client.…
Note that a lot of 'movement' has been updated to use Websockets (and connecting to it via BP only in UE) in chapter 26 and chapter 27. However, if you're…