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I want to make a simple 2D card game. The game should be multiplayer and lan based. That is user can play the game on lan. Besides they should be able to commuinicate via headphone. So is there any help from unity side for this type of lan game making. If yes from where can i learn ?
Unity3D has networking capabilities for multiplayer games. However I don't think that it supports teamspeak like communication but there are third party libraries for that I suppose. For learning resources it is right here http://docs.unity3d.com/Documentation/Manual/index.html
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I just wanna ask if it's normal to use multiple game engines for different uses and games.
So basically learning multiple programming languages to use multiple game engines.
Unity: 3D
Unreal: Intense 3D
Godot: 2D
Or do I have to stick to one?
If you have to develop the same game in 2d, 3d ecc stick to one game engine, if you want to do multiple games you may choose different game engines, in particular the ones that fit your game better. Sticking with one will let you understand it deeply and know all of its faces.
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I have seen this video: https://youtu.be/v9M2Ho9I9Qo?t=49
It’s about creating AI for “GO”
at 0:50 he talks about feeding a neural network a game state of go and a possible move of a player.
My question: what are the best way to feed the game state and the move. I know I can just feed the neural net all the game states after each possible move. But in the video, he said he feeds the move with the board state before the move.
how should it be done?
I think you need to understand policy-based methods. In policy-based methods we are trying to learn directly the policy function that maps state to action.(policy gradients and actor-critic method)
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I'm a unity3d beginner and I have a problem about attaching a gun to my T-Pose character. Please answer how can I attach the gun to my t-pose character and use the gun in-game with seeing my character's hands.
Depends.
If you're using code, or an engine like UFPS, then you'd attach it with a gameobject.
If you want it to be part of the model/animation, you have to either acquire a model that has that already, or model it yourself.
I'd recommend that you search Google for it though, since it's more likely to have better answers for you.
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I`m trying to develope a horror game in blender and unity3d. The whole game will be in a house. I just wanna ask, where I should build that house in Unity or Blender? And where I have to texture it? Btw: I will maybe want to move some walls. Thank you.
I am a programmer not a modeler so I am no expert in this subject, but I would personally use one or the other depending on the style of my game assets. If my game assets were very simple and kind of cubic like in Minecraft or Unturned, then I would use Unity to create my assets. Otherwise if I wanted my assets to be more complex and detailed I would use blender.
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I want to build a battle server with Unity. However, I'm worried about its efficiency and the way it runs.
Is it cross-platform?
Can it stop using the render thread?
You can run a Unity application in a "headless" mode by specifying the -batchmode command line parameter. As stated in the documentation this will:
Run the game in “headless” mode. The game will not display anything or
accept user input. This is mostly useful for running servers for
networked games.
Cross-platform support should not (necessarily) be an issue, certainly not with the recently introduced networking components.
As for subsequent usefulness or efficiency, the answer is going to be "try and see".