In this post we explore how Terraform was used to deploy the application to the cloud. The cloud of choice was Azure: https://azure.microsoft.com/en-gb This is mainly because I will be…
I've recently made some changes to the custom MMO server to support dynamic inventory. The Java Micronaut server code that's used can be found here on GitHub. The video going…
This is the first part of how to make effective comms between Unreal Engine and a custom server. The posts in this series can be found here: How to make…
In this post we're going to be using the content from previous post, where we synchronize the current character motion, and render the nearby players motion. https://www.youtube.com/watch?v=9XQbA3nH4yc Synchronise motion part…
In this post we're exploring how we can 'log into' a game using a custom server. This is continuation for character creation/selection screen covered here. Specifically, it's about the implementation…
This post is part 4 of mmo character creation series. Overview for character creation Dealing with complex nested options Applying the options to skeletal mesh (using n-hance assets) Connect character…
In this post we will have a look at what implementation I've put in place for equipping items. This post is extension for Chapter 13 - creating MMO inventory with…
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…
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…