|
1 | | -KBEngine_ue4_demo(UE4.21.2) |
2 | | -============= |
3 | | - |
4 | | -## This client-project is written for KBEngine(a MMOG engine of server) |
5 | | - |
6 | | -http://www.kbengine.org |
7 | | - |
8 | | -## 中文 |
9 | | - |
10 | | -[Demo搭建文档](https://github.com/kbengine/kbengine_ue4_demo/blob/master/README_CN.md),QQ交流群:461368412,[论坛](http://bbs.kbengine.org) |
11 | | - |
12 | | -## Releases |
13 | | - |
14 | | - sources : https://github.com/kbengine/kbengine_ue4_demo/releases/latest |
15 | | - |
16 | | - |
17 | | -## KBE-Plugins docs |
18 | | - |
19 | | - kbengine_ue4_demo\Plugins\kbengine_ue4_plugins\README.md |
20 | | - |
21 | | - |
22 | | -## Start: |
23 | | - |
24 | | - 1. Download KBEngine(a MMOG engine of server): |
25 | | - Download(KBEngine): |
26 | | - https://github.com/kbengine/kbengine/releases/latest |
27 | | - |
28 | | - Build(KBEngine): |
29 | | - http://kbengine.github.io/docs/build.html |
30 | | - |
31 | | - Installation(KBEngine): |
32 | | - http://kbengine.github.io/docs/installation.html |
33 | | - |
34 | | - 2. Use git to get the demo-assets(server): |
35 | | - |
36 | | - In the kbengine_ue4_demo directory: |
37 | | - |
38 | | - * Git command: git submodule update --init --remote |
39 | | - |
40 | | - |
41 | | - * Or use TortoiseGit(menu): TortoiseGit -> Submodule Update: |
42 | | - |
43 | | - |
44 | | - * Or manually get the demo-assets(server) |
45 | | - |
46 | | - Download demo-assets(server): |
47 | | - https://github.com/kbengine/kbengine_demos_assets/releases/latest |
48 | | - unzip and copy to "kbengine/" (The root directory server engine, such as $KBE_ROOT) |
49 | | - |
50 | | - 3. Copy "kbengine_ue4_demo\kbengine_demos_assets" to "kbengine\" root directory |
51 | | - |
52 | | - |
53 | | - |
54 | | - 4. Generate a Client plugins from the server-side asset library (optional, one by default unless the server-assets is modified) |
55 | | - 1: Double-click to run kbengine/kbengine_demos_asset/gensdk.bat |
56 | | - 2: Copy kbengine_ue4_plugins to kbengine_ue4_demo\Plugins\ |
57 | | - |
58 | | - |
59 | | -## Configure Demo(Optional): |
60 | | - |
61 | | - Change the login address: |
62 | | - |
63 | | - |
64 | | - kbengine_ue4_demo\Content\ClientApp-> ip |
65 | | - kbengine_ue4_demo\Content\ClientApp-> port |
66 | | - |
67 | | - |
68 | | -## Start the Servers: |
69 | | - |
70 | | - Ensure that the "kbengine_ue4_demo\kbengine_demos_assets" has been copied to the "kbengine\" directory |
71 | | - Reference:Start |
72 | | - |
73 | | - Check the startup status: |
74 | | - If successful will find log "Components::process(): Found all the components!". |
75 | | - Otherwise, please search the "ERROR" keyword in logs, according to the error description to try to solve. |
76 | | - (More: http://kbengine.github.io/docs/startup_shutdown.html) |
77 | | - |
78 | | - Start server: |
79 | | - Windows: |
80 | | - kbengine\kbengine_demos_assets\start_server.bat |
81 | | - |
82 | | - Linux: |
83 | | - kbengine\kbengine_demos_assets\start_server.sh |
84 | | - |
85 | | - (More: http://kbengine.github.io/docs/startup_shutdown.html) |
86 | | - |
87 | | - |
88 | | -## Start the Client: |
89 | | - |
90 | | - Directly start(UE4Editor or Executable file). |
91 | | - |
92 | | - |
93 | | -## Navmesh-navigation(Optional): |
94 | | - |
95 | | - The server to use recastnavigation navigation. |
96 | | - Recastnavigation generated navigation mesh (Navmeshs) placed on the: |
97 | | - kbengine\kbengine_demos_assets\res\spaces\* |
98 | | - |
99 | | - Generation Navmeshs: |
100 | | - ... |
101 | | - |
102 | | - Tools: |
103 | | - https://github.com/darkwere/ServerRecast |
104 | | - |
105 | | - |
106 | | -## Structure and interpretation: |
107 | | - |
108 | | - The relationship between plug-ins(KBE) and U3D and servers: |
109 | | - Plug-in and servers: Responsible for processing and server network packet. account login/logout process. |
110 | | - By server notification logic entities are created and destroyed. Processing synchronous logical entity attribute data. etc. |
111 | | - Plug-in and U3D: The plug-in will trigger some events to the U3D graphics layer, the graphics layer determines whether to capture some events, |
112 | | - get data to render performance (for example: create a monster, a NPC move-speed increase, HP changes). |
113 | | - U3D graphics layer will input the event trigger to the plug-in layer (for example: the player moved, hit the relive button UI), |
114 | | - the plug-in logic script layer determines whether the need to transfer to the server. etc. |
115 | | - |
116 | | - clientapp: |
117 | | - In the system of KBE abstraction of a client APP, which contains the KBE client plug-in initialization and destruction, etc. |
118 | | - |
119 | | - Plugins\KBEnginePlugins\Source\KBEnginePlugins\Engine |
120 | | - Client plug-in core codes. |
121 | | - |
122 | | - Plugins\KBEnginePlugins\Source\KBEnginePlugins\Scripts: |
123 | | - KBE client logic scripts(in this implementation of the server side of the entity script, the entity's bag data structure, skills in client condition checks, etc.). |
124 | | - |
125 | | - Scripts\Account: |
126 | | - Corresponds to the client side of the KBE server account entity. |
127 | | - |
128 | | - Scripts\Avatar: |
129 | | - Corresponds to the client side of the KBE server avatar entity. |
130 | | - |
131 | | - Scripts\Monster: |
132 | | - Corresponds to the client side of the KBE server monster entity. |
133 | | - |
134 | | - Scripts\interfaces\: |
135 | | - Corresponding to the module defined in KBE(entity_defs\interfaces). |
136 | | - |
137 | | - Source\kbengine_ue4_demo: |
138 | | - kbengine_ue4_demo\PlayerCharacter: |
139 | | - Current client player, the script processing model and animation and other parts. |
140 | | - |
141 | | - kbengine_ue4_demo\GameEntity: |
142 | | - Whether the monster or other players, by the script responsible for the model and animation and other parts. |
143 | | - |
144 | | - kbengine_ue4_demo\GameModeLogin: |
145 | | - Manage landing scenes, listen for events related to the KBE plug-in, and trigger events to the plug-in. |
146 | | - |
147 | | - kbengine_ue4_demo\GameModeSelectAvatar: |
148 | | - Manage role selection scenarios, listen for events related to the KBE plug-in, and trigger events on the plug-in. |
149 | | - |
150 | | - kbengine_ue4_demo\GameModeWorld: |
151 | | - Listen to events related to the KBE plug-in, trigger events to the plug-in, and manage scripts for in-game maps, such as creating a specific 3D monster in the scene. |
152 | | - |
153 | | - Content\LoginScene: |
154 | | - Start the scene, which starts to enter the game. |
155 | | - |
156 | | - Content\SelectAvatarScene |
157 | | - Game character selection map. |
158 | | - |
159 | | - Content\WorldScene |
160 | | - A map of the scene in the game. |
161 | | - |
162 | | -## Screenshots: |
163 | | - |
164 | | - |
165 | | - |
166 | | - |
| 1 | +KBEngine_ue4_demo(UE4.22.3) |
| 2 | +============= |
| 3 | + |
| 4 | +## This client-project is written for KBEngine(a MMOG engine of server) |
| 5 | + |
| 6 | +http://www.kbengine.org |
| 7 | + |
| 8 | +## 中文 |
| 9 | + |
| 10 | +[Demo搭建文档](https://github.com/kbengine/kbengine_ue4_demo/blob/master/README_CN.md),QQ交流群:461368412,[论坛](http://bbs.kbengine.org) |
| 11 | + |
| 12 | +## Releases |
| 13 | + |
| 14 | + sources : https://github.com/kbengine/kbengine_ue4_demo/releases/latest |
| 15 | + |
| 16 | + |
| 17 | +## KBE-Plugins docs |
| 18 | + |
| 19 | + kbengine_ue4_demo\Plugins\kbengine_ue4_plugins\README.md |
| 20 | + |
| 21 | + |
| 22 | +## Start: |
| 23 | + |
| 24 | + 1. Download KBEngine(a MMOG engine of server): |
| 25 | + Download(KBEngine): |
| 26 | + https://github.com/kbengine/kbengine/releases/latest |
| 27 | + |
| 28 | + Build(KBEngine): |
| 29 | + http://kbengine.github.io/docs/build.html |
| 30 | + |
| 31 | + Installation(KBEngine): |
| 32 | + http://kbengine.github.io/docs/installation.html |
| 33 | + |
| 34 | + 2. Use git to get the demo-assets(server): |
| 35 | + |
| 36 | + In the kbengine_ue4_demo directory: |
| 37 | + |
| 38 | + * Git command: git submodule update --init --remote |
| 39 | + |
| 40 | + |
| 41 | + * Or use TortoiseGit(menu): TortoiseGit -> Submodule Update: |
| 42 | + |
| 43 | + |
| 44 | + * Or manually get the demo-assets(server) |
| 45 | + |
| 46 | + Download demo-assets(server): |
| 47 | + https://github.com/kbengine/kbengine_demos_assets/releases/latest |
| 48 | + unzip and copy to "kbengine/" (The root directory server engine, such as $KBE_ROOT) |
| 49 | + |
| 50 | + 3. Copy "kbengine_ue4_demo\kbengine_demos_assets" to "kbengine\" root directory |
| 51 | + |
| 52 | + |
| 53 | + |
| 54 | + 4. Generate a Client plugins from the server-side asset library (optional, one by default unless the server-assets is modified) |
| 55 | + 1: Double-click to run kbengine/kbengine_demos_asset/gensdk.bat |
| 56 | + 2: Copy kbengine_ue4_plugins to kbengine_ue4_demo\Plugins\ |
| 57 | + |
| 58 | + |
| 59 | +## Configure Demo(Optional): |
| 60 | + |
| 61 | + Change the login address: |
| 62 | + |
| 63 | + |
| 64 | + kbengine_ue4_demo\Content\ClientApp-> ip |
| 65 | + kbengine_ue4_demo\Content\ClientApp-> port |
| 66 | + |
| 67 | + |
| 68 | +## Start the Servers: |
| 69 | + |
| 70 | + Ensure that the "kbengine_ue4_demo\kbengine_demos_assets" has been copied to the "kbengine\" directory |
| 71 | + Reference:Start |
| 72 | + |
| 73 | + Check the startup status: |
| 74 | + If successful will find log "Components::process(): Found all the components!". |
| 75 | + Otherwise, please search the "ERROR" keyword in logs, according to the error description to try to solve. |
| 76 | + (More: http://kbengine.github.io/docs/startup_shutdown.html) |
| 77 | + |
| 78 | + Start server: |
| 79 | + Windows: |
| 80 | + kbengine\kbengine_demos_assets\start_server.bat |
| 81 | + |
| 82 | + Linux: |
| 83 | + kbengine\kbengine_demos_assets\start_server.sh |
| 84 | + |
| 85 | + (More: http://kbengine.github.io/docs/startup_shutdown.html) |
| 86 | + |
| 87 | + |
| 88 | +## Start the Client: |
| 89 | + |
| 90 | + Directly start(UE4Editor or Executable file). |
| 91 | + |
| 92 | + |
| 93 | +## Navmesh-navigation(Optional): |
| 94 | + |
| 95 | + The server to use recastnavigation navigation. |
| 96 | + Recastnavigation generated navigation mesh (Navmeshs) placed on the: |
| 97 | + kbengine\kbengine_demos_assets\res\spaces\* |
| 98 | + |
| 99 | + Generation Navmeshs: |
| 100 | + ... |
| 101 | + |
| 102 | + Tools: |
| 103 | + https://github.com/darkwere/ServerRecast |
| 104 | + |
| 105 | + |
| 106 | +## Structure and interpretation: |
| 107 | + |
| 108 | + The relationship between plug-ins(KBE) and U3D and servers: |
| 109 | + Plug-in and servers: Responsible for processing and server network packet. account login/logout process. |
| 110 | + By server notification logic entities are created and destroyed. Processing synchronous logical entity attribute data. etc. |
| 111 | + Plug-in and U3D: The plug-in will trigger some events to the U3D graphics layer, the graphics layer determines whether to capture some events, |
| 112 | + get data to render performance (for example: create a monster, a NPC move-speed increase, HP changes). |
| 113 | + U3D graphics layer will input the event trigger to the plug-in layer (for example: the player moved, hit the relive button UI), |
| 114 | + the plug-in logic script layer determines whether the need to transfer to the server. etc. |
| 115 | + |
| 116 | + clientapp: |
| 117 | + In the system of KBE abstraction of a client APP, which contains the KBE client plug-in initialization and destruction, etc. |
| 118 | + |
| 119 | + Plugins\KBEnginePlugins\Source\KBEnginePlugins\Engine |
| 120 | + Client plug-in core codes. |
| 121 | + |
| 122 | + Plugins\KBEnginePlugins\Source\KBEnginePlugins\Scripts: |
| 123 | + KBE client logic scripts(in this implementation of the server side of the entity script, the entity's bag data structure, skills in client condition checks, etc.). |
| 124 | + |
| 125 | + Scripts\Account: |
| 126 | + Corresponds to the client side of the KBE server account entity. |
| 127 | + |
| 128 | + Scripts\Avatar: |
| 129 | + Corresponds to the client side of the KBE server avatar entity. |
| 130 | + |
| 131 | + Scripts\Monster: |
| 132 | + Corresponds to the client side of the KBE server monster entity. |
| 133 | + |
| 134 | + Scripts\interfaces\: |
| 135 | + Corresponding to the module defined in KBE(entity_defs\interfaces). |
| 136 | + |
| 137 | + Source\kbengine_ue4_demo: |
| 138 | + kbengine_ue4_demo\PlayerCharacter: |
| 139 | + Current client player, the script processing model and animation and other parts. |
| 140 | + |
| 141 | + kbengine_ue4_demo\GameEntity: |
| 142 | + Whether the monster or other players, by the script responsible for the model and animation and other parts. |
| 143 | + |
| 144 | + kbengine_ue4_demo\GameModeLogin: |
| 145 | + Manage landing scenes, listen for events related to the KBE plug-in, and trigger events to the plug-in. |
| 146 | + |
| 147 | + kbengine_ue4_demo\GameModeSelectAvatar: |
| 148 | + Manage role selection scenarios, listen for events related to the KBE plug-in, and trigger events on the plug-in. |
| 149 | + |
| 150 | + kbengine_ue4_demo\GameModeWorld: |
| 151 | + Listen to events related to the KBE plug-in, trigger events to the plug-in, and manage scripts for in-game maps, such as creating a specific 3D monster in the scene. |
| 152 | + |
| 153 | + Content\LoginScene: |
| 154 | + Start the scene, which starts to enter the game. |
| 155 | + |
| 156 | + Content\SelectAvatarScene |
| 157 | + Game character selection map. |
| 158 | + |
| 159 | + Content\WorldScene |
| 160 | + A map of the scene in the game. |
| 161 | + |
| 162 | +## Screenshots: |
| 163 | + |
| 164 | + |
| 165 | + |
| 166 | + |
0 commit comments