Game Engine Architecture: URL List

1.4.1. First-Person Shooters (FPS)
http://en.wikipedia.org/wiki/First-person_shooter

1.4.2. Platformers and Other Third-Person Games
http://en.wikipedia.org/wiki/Platformer

1.4.3. Fighting Games
http://en.wikipedia.org/wiki/Fighting_game

1.4.4. Racing Games
http://en.wikipedia.org/wiki/Racing_game

1.4.5. Real-Time Strategy (RTS)
http://en.wikipedia.org/wiki/Real-time_strategy

1.4.6. Massively Multiplayer Online Games (MMOG)
http://en.wikipedia.org/wiki/MMOG

1.5.1. The Quake Family of Engines
http://www.idsoftware.com/business/techdownloads

1.5.2. The Unreal Family of Engines
http://udn.epicgames.com
http://www.beyondunreal.com

1.5.5. Other Commercial Engines
http://www.terathon.com
http://www.terathon.com/wiki/index.php?title=Main_Page

1.5.7. Open Source Engines
http://cg.cs.tu-berlin.de/~ki/engines.html

1.6. Runtime Engine Architecture
http://www.ogre3d.org

1.6.10. Collision and Physics
http://www.ode.org
http://www.cs.unc.edu/~geom/I_COLLIDE/index.html
http://www.cs.unc.edu/~geom/V_COLLIDE/index.html
http://www.cs.unc.edu/~geom/OBB/OBBT.html

2.1. Version Control
http://git-scm.com/

2.1.3. Overview of Subversion and TortoiseSVN
http://code.google.com/

2.1.4. Setting up a Code Repository on Google
http://code.google.com/

2.1.5. Installing TortoiseSVN
http://tortoisesvn.tigris.org/
https://myprojectname.googlecode.com/svn/trunk
http://code.google.com/
https://myprojectname.googlecode.com/svn/trunk

2.2. Microsoft Visual Studio
http://www.microsoft.com/express/download/
http://msdn.microsoft.com/en-us/library/52f3sw5c.aspx

2.3. Profiling Tools
http://en.wikipedia.org/wiki/Pareto_principle
http://www
http://www.ibm.com/developerworks/rational/library/957.html

2.3.1. List of Profilers
http://en.wikipedia.org/wiki/List_of_performance_analysis_tool
http://www-306.ibm.com/software/awdtools/purify
http://www.compuware.com/products/devpartner/visualc.htm

2.5. Other Tools
http://en.wikipedia.org/wiki/Diff
http://www.prestosoft.com/edp_examdiff.asp
http://www.araxis.com
http://www.gnu.org/software/diffutils/diffutils.html
http://en.wikipedia.org/wiki/3-way_merge#Three-way_merge
http://www.araxis.com
http://winmerge.org
http://www.perforce.com/perforce/products/merge.html
http://www.expertcomsoft.com/index.html

3.1.1.3. Inheritance
http://en.wikipedia.org/wiki/Multiple_inheritance
http://en.wikipedia.org/wiki/Diamond_problem

3.1.1.6. Design Patterns
http://www.joelonsoftware.com/articles/Wrong.html

3.2.1.3. Fixed-Point Notation
http://en.wikipedia.org/wiki/Significant_digits

3.2.1.6. Multi-Byte Values and Endianness
http://cocoawithlove.com/2008/04/using-pointers-to-recast-in-c-is-bad.html

3.2.3.3. Dynamic Allocation Heap
http://en.wikipedia.org/wiki/Dynamic_memory_allocation

3.3.3.2. Exceptions
http://www.joelonsoftware.com/items/2003/10/13.html
http://www.nedbatchelder.com/text/exceptions-vs-status.html
http://www.joelonsoftware.com/items/2003/10/15.html

3.3.3.3. Assertions
http://www.wholesalealgorithms.com/blog9

4.2.2. Left-Handed vs. Right-Handed Coordinate Systems
http://en.wikipedia.org/wiki/Pseudovector

4.4. Quaternions
http://graphics.ucsd.edu/courses/cse169_w05/CSE169_04.ppt

4.4.4. Quaternion-Matrix Equivalence
http://www.gamasutra.com/view/feature/3278/rotating_objects_using_quaternions.php
http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm

4.4.5.2. To SLERP or Not to SLERP (That's Still the Question)
http://number-none.com/product/Understanding%20Slerp,%20Then%20Not%20Using%20It/index.html

4.7. Hardware-Accelerated SIMD Math
http://msdn.microsoft.com

4.8.1. Linear Congruential Generators
http://www.math.sci.hiroshima-u.ac.jp/~m-mat/MT/SFMT/index.html

4.8.3. Mother-of-All and Xorshift
http://www.stat.fsu.edu/pub/diehard
http://en.wikipedia.org/wiki/George_Marsaglia
ftp://ftp.forth.org/pub/C/mother.c
http://www.agner.org/random
http://www.jstatsoft.org/v08/i14/paper

5.2.1. Optimizing Dynamic Memory Allocation
http://www.swedishcoding.com/2008/08/31/are-we-out-of-memory

5.2.2. Memory Fragmentation
http://lyle.smu.edu/~kocan/7343/fall05/slides/chapter08.ppt

5.2.3.1. Level 1 and Level 2 Caches
http://assemblyrequired.crashworks.org/2008/07/08/load-hit-stores-and-the-__restrict-keyword

5.3.1. Container Operations
http://en.wikipedia.org/wiki/Search_algorithm
http://en.wikipedia.org/wiki/Sorting_algorithm

5.3.4. Building Custom Container Classes
http://www.boost.org
http://www.stlport.org
http://www.boost.org/more/license_info.html
http://www.erdani.org
http://loki-lib.sourceforge.net

5.3.4.4. Dictionaries and Hash Tables
http://burtleburtle.net/bob/c/lookup3.c
http://en.wikipedia.org/wiki/Cyclic_redundancy_check
http://en.wikipedia.org/wiki/MD5
http://www.azillionmonkeys.com/qed/hash.html
http://www.cs.utk.edu/~e.khout/594-LaTeX/handouts/hashing-slides.pdf

5.4.2. String Classes
http://en.wikipedia.org/wiki/Copy-on-write

5.4.4.1. Unicode
http://www.joelonsoftware.com/articles/Unicode.html
http://msdn2.microsoft.com/en-us/library/kk6xf663(VS.80)

6.1.1.4. Path APIs
http://msdn2.microsoft.com/en-us/library/bb773559(VS.85).aspx

6.1.2. Basic File I/O
http://msdn2.microsoft.com/en-us/library/c565h7xx(VS.71).aspx
http://msdn2.microsoft.com/en-us/library/40bbyw78(VS.71).aspx

6.2.1.3. Some Successful Resource Database Designs
http://msdn.microsoft.com/en-us/library/bb203894.aspx

6.2.2.2. Resource File and Directory Organization
http://www.zlib.net
http://zziplib.sourceforge.net

6.2.2.3. Resource File Formats
http://www.radgametools.com

6.2.2.7. Memory Management for Resources
http://www.radgametools.com

6.2.2.9. Handling Cross-References between Resources
http://en.wikipedia.org/wiki/Plain_Old_Data_Structures

7.6. Multiprocessor Game Loops
http://www.microsoftpost.com/microsoft-download/the-manycore-shift-white-paper
http://www.macresearch.org/multicore_eroding_moores_law

7.6.1.1. Xbox 360
http://www.hotchips.org/archives/hc17/3_Tue/HC17.S8/HC17.S8T4.pdf

7.6.1.2. PlayStation 3
http://www.blachford.info/computer/Cell/Cell1_v2.html

7.6.3. Fork and Join
http://msdn.microsoft.com/en-us/library/ms682516(VS.85).aspx

7.7.3. Case Study: Quake II
http://www.idsoftware.com

8.3.5. 3D Orientation with the WiiMote or Sixaxis
http://druid.caughq.org/presentations/turbo/Wiimote-Hacking.pdf
http://www.wiili.org/index.php/Motion_analysis

8.5.2. Dead Zone
http://en.wikipedia.org/wiki/Low-pass_filter

10.1.1.1. Representations Used by High-End Rendering Packages
http://en.wikipedia.org/wiki/Bezier_surface
http://en.wikipedia.org/wiki/Nurbs
http://www.gamasutra.com/features/20020715/mollerhaines_01.htm
http://www.gamasutra.com/features/20000411/sharp_pfv.htm

10.1. Foundations of Depth-Buffered Triangle Rasterization
http://research.microsoft.com/en-us/um/people/hoppe/pm.pdf

10.1.2.5. Textures
http://en.wikipedia.org/wiki/S3_Texture_Compression

10.1.3.1. Local and Global Illumination Models
http://en.wikipedia.org/wiki/Rendering_equation

10.1.3.2. The Phong Lighting Model
http://en.wikipedia.org/wiki/Blinn%E2%80%93Phong_shading_model

10.2.6.4. Further Reading
http://developer.nvidia.com/object/cg_tutorial_home.html

10.2.7.4. Scene Graphs
http://www.ccs.neu.edu/home/donghui/teaching/slides/geometry/BSP2D.ppt
http://www.gamedev.net/reference/articles/article657.asp

10.3.3.5. Subsurface Scattering
http://developer.nvidia.com/GPUGems/gpugems_ch16.html

10.3.3.6. Precomputed Radiance Transfer (PRT)
http://web4.cs.ucl.ac.uk/sta./j.kautz/publications/prtSIG02.pdf
http://msdn.microsoft.com/en-us/library/bb147287.aspx

10.3.4. Deferred Rendering
http://www.guerrilla-games.com/publications/dr_kz2_rsx_dev07.pdf

11.4.1.3. Frame versus Sample
http://en.wikipedia.org/wiki/Sampling_%28signal_processing%29

11.4.4.1. Animation Retargeting
http://portal.acm.org/citation.cfm?id=1450621
http://chrishecker.com/Real-time_Motion_Retargeting_to_Highly_Varied_User-Created_Morphologies

11.6.3.3. Triangular Two-Dimensional LERP Blending
http://en.wikipedia.org/wiki/Barycentric_coordinates_%28mathematics%29

11.6.3.4. Generalized Two-Dimensional LERP Blending
http://en.wikipedia.org/wiki/Delaunay_triangulation

11.7.2. Inverse Kinematics
http://en.wikipedia.org/wiki/Inverse_kinematics

11.8.2. Quantization
http://number-none.com/product/Scalar%20Quantization/index.html
http://www.gdmag.com/src/jun02.zip

11.10.2.2. Example: Granny
http://www.radgametools.com/granny.html

12.1.1. Things You Can Do with a Physics System
http://www.naturalmotion.com/endorphin.htm

12.1.3.4. Other Impacts
http://www.gamedev.net/community/forums/topic.asp?topic_id=463024

12.2.1. I-Collide, SWIFT, V-Collide, and RAPID
http://www.cs.unc.edu/~geom/I_COLLIDE/

12.2.2. ODE
http://www.ode.org

12.2.3. Bullet
http://code.google.com/p/bullet/
http://www.bulletphysics.com/mediawiki-1.5.8/index.php?title=Main_Page

12.2.4. TrueAxis
http://trueaxis.com

12.2.5. PhysX
http://www.nvidia.com/object/nvidia_physx.html

12.2.6. Havok
http://www.havok.com

12.2.7. Physics Abstraction Layer (PAL)
http://www.adrianboeing.com/pal/index.html

12.2.8. Digital Molecular Matter (DMM)
http://www.pixeluxentertainment.com

12.3.2.1. The Physics World
http://en.wikipedia.org/wiki/Shape

12.3.3.1. Intersection
http://en.wikipedia.org/wiki/Intersection_(set_theory)

12.3.3.3. Convexity
http://en.wikipedia.org/wiki/Convex

12.3.5. Collision Testing and Analytical Geometry
http://en.wikipedia.org/wiki/Analytic_geometry

12.3.5.3. The Separating Axis Theorem
http://en.wikipedia.org/wiki/Separating_axis_theorem

12.3.5.4. AABB versus AABB
http://www.gamasutra.com/features/20000203/lander_01.htm

12.3.5.5. Detecting Convex Collisions: The GJK Algorithm
http://ieeexplore.ieee.org/xpl/freeabs_all.jsp?&arnumber=2083
http://realtimecollisiondetection.net/pubs/SIGGRAPH04_Ericson_the_GJK_algorithm.ppt
http://mollyrocket.com/353

12.3.5.6. Other Shape-Shape Combinations
http://en.wikipedia.org/wiki/Double_dispatch

12.3.5.7. Detecting Collisions Between Moving Bodies
http://www.continuousphysics.com/BulletContinuousCollisionDetection.pdf

12.3.6. Performance Optimizations
http://research.microsoft.com/~hoppe/perfecthash.pdf

12.3.6.3. Broad Phase, Midphase, and Narrow Phase
http://en.wikipedia.org/wiki/Sweep_and_prune

12.4.1. Some Foundations
http://chrishecker.com/Rigid_Body_Dynamics
http://www.ode.org/slides/parc/dynamics.pdf

12.4.4.3. Alternatives to Explicit Euler
http://en.wikipedia.org/wiki/Numerical_ordinary_differential_equations
http://en.wikipedia.org/wiki/Verlet_integration

12.4.6. Angular Dynamics in Three Dimensions
http://gafferongames.wordpress.com/game-physics
http://www-2.cs.cmu.edu/~bara./sigcourse/notesd1.pdf

12.4.7.2. Impulsive Collision Response
http://chrishecker.com/images/e/e7/Gdmphys3.pdf

12.4.9.3. Applying Torques
http://en.wikipedia.org/wiki/Couple_(mechanics)

12.4.10.2.Variations between Engines
http://opende.sourceforge.net/wiki/index.php/Main_Page

13. Introduction to Gameplay Systems
http://www.dcs.shef.ac.uk/intranet/research/resmes/CS0705.pdf

13.2.1. Game Object Models
http://en.wikipedia.org/wiki/Object_model

14.2.2.5. Further Reading
http://www.gamasutra.com/features/gdcarchive/2002/rob_fermier.ppt
http://www.drizzle.com/~scottb/gdc/game-objects.ppt
http://www.gamasutra.com/features/gdcarchive/2003/Duran_Alex.ppt
http://www.gamasutra.com/features/gdcarchive/2003/Chatelaine_Jeremy.ppt
http://chrishecker.com/images/6/6f/ObjSys.ppt

14.5.2. Smart Pointers
http://www.boost.org/doc/libs/1_36_0/libs/smart_ptr/smart_ptr.htm

14.6.4.1. Parallelizing the Game Object Model Itself
http://www.erlang.org

14.8.3.3. Lua
http://www.lua.org/about.html

14.8.3.4. Python
http://www.python.org
http://en.wikipedia.org/wiki/Duck_typing

14.8.3.5. Pawn / Small / Small-C
http://www.compuphase.com/pawn/pawn.htm
http://www.opensource.org/licenses/zlib-license.php

14.8.4. Architectures for Scripting
http://www.drizzle.com/~scottb/gdc/game-objects.ppt
http://ds.heavengames.com/library/dstk/skrit/skrit
http://www.panda3d.org

15.1.1. Audio
http://msdn.microsoft.com/en-us/library/bb172329(VS.85).aspx

15.1.2. Movie Player
http://en.wikipedia.org/wiki/Video_codec
http://www.radgametools.com/bnkmain.htm

References
http://svnbook.red-bean.com

0x000000000b01626c CitySample!FVulkanCommandBufferManager::PrepareForNewActiveCommandBuffer()() 0x000000000b0e8901 CitySample!FVulkanViewport::Present(FVulkanCommandListContext*, FVulkanCmdBuffer*, FVulkanQueue*, FVulkanQueue*, bool)() 0x000000000b0a8080 CitySample!FVulkanCommandListContext::RHIEndDrawingViewport(FRHIViewport*, bool, bool)() 0x000000000b21bcb1 CitySample!FRHICommand<FRHICommandEndDrawingViewport, FRHICommandEndDrawingViewportString2071>::ExecuteAndDestruct(FRHICommandListBase&, FRHICommandListDebugContext&)() 0x000000000b1d6c5e CitySample!FRHICommandListBase::Execute(TRHIPipelineArray<IRHIComputeContext*>&, FRHICommandListBase::FPersistentState::FGPUStats*)() 0x000000000b233c1e CitySample!UE::Core::Private::Function::TFunctionRefCaller<FRHICommandListImmediate::ExecuteAndReset()::$_124, void ()>::Call(void*)() 0x00000000055913aa CitySample!TGraphTask<TFunctionGraphTaskImpl<void (), (ESubsequentsMode::Type)0> >::ExecuteTask(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32> >&, ENamedThreads::Type, bool)() 0x0000000007ca4185 CitySample!FNamedTaskThread::ProcessTasksNamedThread(int, bool)() 0x0000000007ca27e0 CitySample!FNamedTaskThread::ProcessTasksUntilQuit(int)() 0x0000000007ca16d9 CitySample!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type)() 0x000000000b31401c CitySample!FRHIThread::Run()() 0x0000000007db39a6 CitySample!FRunnableThreadPThread::Run()() 0x0000000007d381a8 CitySample!FRunnableThreadPThread::_ThreadProc(void*)() 0x00007965a3c94ac3 libc.so.6!UnknownFunction(0x94ac2) 0x00007965a3d268c0 libc.so.6!UnknownFunction(0x1268bf) [2025.10.11-12.13.49:200][ 29]LogExit: Executing StaticShutdownAfterError Malloc Size=131160 LargeMemoryPoolOffset=393352 Malloc Size=131160 LargeMemoryPoolOffset=524536 Malloc Size=792707 LargeMemoryPoolOffset=1317267 LogPakFile: Display: Found Pak file ../../../Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak attempting to mount. LogPakFile: Display: Mounting pak file ../../../Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak. LogPakFile: Display: Mounted Pak file '../../../Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak', mount point: '../../../Engine/' LogICUInternationalization: ICU TimeZone Detection - Raw Offset: +8:00, Platform Override: '' LogInit: ExecutableName: CrashReportClient LogInit: Build: ++UE5+Release-5.2-CL-26001984 LogInit: Engine Version: 5.2.1-26001984+++UE5+Release-5.2 LogInit: Compatible Engine Version: 5.2.0-25360045+++UE5+Release-5.2 LogInit: Net CL: 25360045 LogInit: OS: Ubuntu 22.04.5 LTS (6.8.0-85-generic), CPU: 12th Gen Intel(R) Core(TM) i9-12900K, GPU: NVIDIA GeForce RTX 4090 (NVIDIA UNIX x86_64 Kernel Module 580.65.06 Sun Jul 27 07:14:19 UTC 2025) LogInit: Compiled (64-bit): Jun 15 2023 05:00:12 LogInit: Architecture: x64 LogInit: Compiled with Clang: 15.0.1 (https://github.com/llvm/llvm-project b73d2c8c720a8c8e6e73b11be4e27afa6cb75bdf) LogInit: Build Configuration: Shipping LogInit: Branch Name: ++UE5+Release-5.2 LogInit: Command Line: -Abslog="/media/lxng/jixie/OpenFly-Platform/envs/ue/env_ue_bigcity/City_UE52/Saved/Logs/City_UE52-CRC.log" "/media/lxng/jixie/OpenFly-Platform/envs/ue/env_ue_bigcity/City_UE52/Saved/Crashes/crashinfo-City_UE52-pid-25976-C08B43F9B4B5419E88A5F06F0905ED43/" LogInit: Base Directory: /media/lxng/jixie/OpenFly-Platform/envs/ue/env_ue_bigcity/Engine/Binaries/Linux/ LogInit: Allocator: Mimalloc LogInit: Installed Engine Build: 1 LogInit: Presizing for max 100000 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool. LogInit: Object subsystem initialized [2025.10.11-12.13.49:251][ 0]LogConfig: Applying CVar settings from Section [ConsoleVariables] File [Engine] [2025.10.11-12.13.49:251][ 0]LogInit: Unix hardware info: [2025.10.11-12.13.49:251][ 0]LogInit: - we are the first instance of this executable [2025.10.11-12.13.49:251][ 0]LogInit: - this process' id (pid) is 26143, parent process' id (ppid) is 25976 [2025.10.11-12.13.49:251][ 0]LogInit: - we are not running under debugger [2025.10.11-12.13.49:251][ 0]LogInit: - machine network name is 'lxng-MS-7D31' [2025.10.11-12.13.49:251][ 0]LogInit: - user name is 'lxng' (lxng) [2025.10.11-12.13.49:251][ 0]LogInit: - we're logged in locally [2025.10.11-12.13.49:251][ 0]LogInit: - we're running with rendering [2025.10.11-12.13.49:251][ 0]LogInit: - CPU: GenuineIntel '12th Gen Intel(R) Core(TM) i9-12900K' (signature: 0x90672) [2025.10.11-12.13.49:251][ 0]LogInit: - Number of physical cores available for the process: 16 [2025.10.11-12.13.49:251][ 0]LogInit: - Number of logical cores available for the process: 24 [2025.10.11-12.13.49:251][ 0]LogInit: - GPU Brand Info: NVIDIA GeForce RTX 4090 (NVIDIA UNIX x86_64 Kernel Module 580.65.06 Sun Jul 27 07:14:19 UTC 2025) [2025.10.11-12.13.49:251][ 0]LogInit: - Memory allocator used: Mimalloc [2025.10.11-12.13.49:251][ 0]LogInit: - This binary is optimized with LTO: no, PGO: no, instrumented for PGO data collection: no [2025.10.11-12.13.49:251][ 0]LogInit: - This is an internal build. [2025.10.11-12.13.49:251][ 0]LogCore: Skipped benchmarking clocks because the engine is running in a standalone program mode - CLOCK_MONOTONIC will be used. [2025.10.11-12.13.49:251][ 0]LogInit: Unix-specific commandline switches: [2025.10.11-12.13.49:251][ 0]LogInit: -ansimalloc - use malloc()/free() from libc (useful for tools like valgrind and electric fence) [2025.10.11-12.13.49:251][ 0]LogInit: -jemalloc - use jemalloc for all memory allocation [2025.10.11-12.13.49:251][ 0]LogInit: -binnedmalloc - use binned malloc for all memory allocation [2025.10.11-12.13.49:251][ 0]LogInit: -filemapcachesize=NUMBER - set the size for case-sensitive file mapping cache [2025.10.11-12.13.49:251][ 0]LogInit: -useksm - uses kernel same-page mapping (KSM) for mapped memory (OFF) [2025.10.11-12.13.49:251][ 0]LogInit: -ksmmergeall - marks all mmap'd memory pages suitable for KSM (OFF) [2025.10.11-12.13.49:251][ 0]LogInit: -preloadmodulesymbols - Loads the main module symbols file into memory (OFF) [2025.10.11-12.13.49:251][ 0]LogInit: -sigdfl=SIGNAL - Allows a specific signal to be set to its default handler rather then ignoring the signal [2025.10.11-12.13.49:251][ 0]LogInit: -crashhandlerstacksize - Allows setting crash handler stack sizes (204800) [2025.10.11-12.13.49:251][ 0]LogInit: -noexclusivelockonwrite - disables marking files created by the engine as exclusive locked while the engine has them opened [2025.10.11-12.13.49:251][ 0]LogInit: -httpproxy=ADDRESS:PORT - redirects HTTP requests to a proxy (only supported if compiled with libcurl) [2025.10.11-12.13.49:251][ 0]LogInit: -reuseconn - allow libcurl to reuse HTTP connections (only matters if compiled with libcurl) [2025.10.11-12.13.49:251][ 0]LogInit: -virtmemkb=NUMBER - sets process virtual memory (address space) limit (overrides VirtualMemoryLimitInKB value from .ini) [2025.10.11-12.13.49:251][ 0]LogInit: -allowsyscallfilterfile=PATH_TO_FILE - sets up a system call filter allow list. any invalid syscall in this list *will* cause a crash [2025.10.11-12.13.49:251][ 0]LogInit: - Physical RAM available (not considering process quota): 63 GB (64086 MB, 65624688 KB, 67199680512 bytes) [2025.10.11-12.13.49:251][ 0]LogInit: - VirtualMemoryAllocator pools will grow at scale 1.4 [2025.10.11-12.13.49:251][ 0]LogInit: - MemoryRangeDecommit() will be a no-op (re-run with -vmapoolevict to change) [2025.10.11-12.13.49:251][ 0]LogInit: - PageSize 4096 [2025.10.11-12.13.49:251][ 0]LogInit: - BinnedPageSize 65536 [2025.10.11-12.13.49:252][ 0]LogUObjectArray: 427 objects as part of root set at end of initial load. [2025.10.11-12.13.49:252][ 0]LogUObjectAllocator: 89672 out of 0 bytes used by permanent object pool. [2025.10.11-12.13.49:252][ 0]LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool [2025.10.11-12.13.49:252][ 0]LogPaths: Warning: No paths for game localization data were specifed in the game configuration. [2025.10.11-12.13.49:252][ 0]LogInit: Using OS detected language (zh-CN). [2025.10.11-12.13.49:252][ 0]LogInit: Using OS detected locale (zh-CN). [2025.10.11-12.13.49:252][ 0]LogInit: Warning: No paths for engine localization data were specifed in the engine configuration. [2025.10.11-12.13.49:252][ 0]LogTextLocalizationManager: No localization for 'zh-CN' exists, so 'en' will be used for the language. [2025.10.11-12.13.49:252][ 0]LogTextLocalizationManager: No localization for 'zh-CN' exists, so 'en' will be used for the locale. [2025.10.11-12.13.49:252][ 0]LogInit: Using OS detected language (zh-CN). [2025.10.11-12.13.49:252][ 0]LogInit: Using OS detected locale (zh-CN). [2025.10.11-12.13.49:252][ 0]LogTextLocalizationManager: No localization for 'zh-CN' exists, so 'en' will be used for the language. [2025.10.11-12.13.49:252][ 0]LogTextLocalizationManager: No localization for 'zh-CN' exists, so 'en' will be used for the locale. [2025.10.11-12.13.49:253][ 0]LogPackageLocalizationCache: Processed 2 localized package path(s) for 1 prioritized culture(s) in 0.000164 seconds [2025.10.11-12.13.49:253][ 0]CrashReportCoreLog: CrashReportClientVersion=1.0 [2025.10.11-12.13.49:253][ 0]CrashReportCoreLog: CrashReportReceiver disabled [2025.10.11-12.13.49:253][ 0]CrashReportCoreLog: DataRouterUrl: https://datarouter.ol.epicgames.com/datarouter/api/v1/public/data [2025.10.11-12.13.49:257][ 0]LogInit: Using libcurl 7.83.1 [2025.10.11-12.13.49:257][ 0]LogInit: - built for Linux [2025.10.11-12.13.49:257][ 0]LogInit: - supports SSL with OpenSSL/1.1.1n [2025.10.11-12.13.49:257][ 0]LogInit: - supports HTTP deflate (compression) using libz 1.2.12 [2025.10.11-12.13.49:257][ 0]LogInit: - other features: [2025.10.11-12.13.49:257][ 0]LogInit: CURL_VERSION_SSL [2025.10.11-12.13.49:257][ 0]LogInit: CURL_VERSION_LIBZ [2025.10.11-12.13.49:257][ 0]LogInit: CURL_VERSION_IPV6 [2025.10.11-12.13.49:257][ 0]LogInit: CURL_VERSION_ASYNCHDNS [2025.10.11-12.13.49:257][ 0]LogInit: CURL_VERSION_LARGEFILE [2025.10.11-12.13.49:257][ 0]LogInit: CurlRequestOptions (configurable via config and command line): [2025.10.11-12.13.49:257][ 0]LogInit: - bVerifyPeer = false - Libcurl will NOT verify peer certificate [2025.10.11-12.13.49:257][ 0]LogInit: - bUseHttpProxy = false - Libcurl will NOT use HTTP proxy [2025.10.11-12.13.49:257][ 0]LogInit: - bDontReuseConnections = false - Libcurl will reuse connections [2025.10.11-12.13.49:257][ 0]LogInit: - MaxHostConnections = 16 - Libcurl will limit the number of connections to a host [2025.10.11-12.13.49:257][ 0]LogInit: - LocalHostAddr = Default [2025.10.11-12.13.49:257][ 0]LogInit: - BufferSize = 65536 [2025.10.11-12.13.49:257][ 0]LogAnalytics: Display: [CrashReporter.Release] APIServer = https://datarouter.ol.epicgames.com/. AppVersion = ++UE5+Release-5.2-CL-26001984 [2025.10.11-12.13.49:257][ 0]LogInit: Initializing SDL. [2025.10.11-12.13.49:271][ 0]LogInit: Initialized SDL 2.24.0 revision: (compiled against 2.24.0) [2025.10.11-12.13.49:271][ 0]LogInit: Using SDL video driver 'x11' [2025.10.11-12.13.49:273][ 0]LogSlate: New Slate User Created. Platform User Id 0, User Index 0, Is Virtual User: 0 [2025.10.11-12.13.49:273][ 0]LogSlate: Slate User Registered. User Index 0, Is Virtual User: 0 [2025.10.11-12.13.49:273][ 0]LogSlate: Using FreeType 2.10.0 [2025.10.11-12.13.49:274][ 0]LogSlate: SlateFontServices - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1 [2025.10.11-12.13.49:274][ 0]LogInit: Using SDL_WINDOW_OPENGL [2025.10.11-12.13.49:294][ 0]LogInit: FSlateOpenGLContext::Initialize - creating OpenGL 2.1 context [2025.10.11-12.13.49:316][ 0]CrashReportCoreLog: Initial state = Unknown UploadState value [2025.10.11-12.13.49:316][ 0]CrashReportCoreLog: Initial state = Unknown UploadState value [2025.10.11-12.13.49:317][ 0]LogLinux: Could not get DPI information for monitor #0, assuming 1.0f [2025.10.11-12.13.49:317][ 0]LogLinux: Could not get DPI information for monitor #0, assuming 1.0f [2025.10.11-12.13.49:318][ 0]LogInit: FSlateOpenGLContext::Initialize - creating OpenGL 2.1 context [2025.10.11-12.13.49:320][ 0]LogSlate: Took 0.000510 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K) [2025.10.11-12.13.49:321][ 0]LogSlate: Took 0.000544 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Bold.ttf' (160K) [2025.10.11-12.13.49:322][ 0]LogSlate: Took 0.000511 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Italic.ttf' (157K)
最新发布
10-12
生成开始于 16:41... 1>------ 已启动生成: 项目: ScriptGeneratorUbtPlugin.ubtplugin, 配置: Development Any CPU ------ 2>------ 已跳过“生成”: 项目: UE5, 配置: BuiltWithUnrealBuildTool Win64 ------ 2>没有为此解决方案配置选中要生成的项目 3>------ 已启动生成: 项目: UE5Rules, 配置: Development Any CPU ------ 4>------ 已启动生成: 项目: VR, 配置: Development_Editor x64 ------ 4>Using bundled DotNet SDK version: 6.0.302 4>Running UnrealBuildTool: dotnet "..\..\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" VREditor Win64 Development -Project="E:\Sunmb\zxl\VR\VR.uproject" -WaitMutex -FromMsBuild -architecture=x64 4>Log file: C:\Users\yunyang\AppData\Local\UnrealBuildTool\Log.txt 4>Total execution time: 0.62 seconds 4>Unable to build while Live Coding is active. Exit the editor and game, or press Ctrl+Alt+F11 if iterating on code in the editor or game 4>C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets(44,5): error MSB3073: 命令“"C:\Program Files\Epic Games\UE_5.4\Engine\Build\BatchFiles\Build.bat" VREditor Win64 Development -Project="E:\Sunmb\zxl\VR\VR.uproject" -WaitMutex -FromMsBuild -architecture=x64”已退出,代码为 6。 4>已完成生成项目“VR.vcxproj”的操作 - 失败。 1>ScriptGeneratorUbtPlugin.ubtplugin -> C:\Program Files\Epic Games\UE_5.4\Engine\Binaries\DotNET\UnrealBuildTool\Plugins\ScriptGeneratorUbtPlugin\ScriptGeneratorUbtPlugin.dll 3>UE5Rules -> C:\Program Files\Epic Games\UE_5.4\Engine\Intermediate\Build\BuildRulesProjects\UE5Rules\bin\Development\UE5Rules.dll 5>------ 已启动生成: 项目: UE5ProgramRules, 配置: Development Any CPU ------ 5>UE5ProgramRules -> C:\Program Files\Epic Games\UE_5.4\Engine\Intermediate\Build\BuildRulesProjects\UE5ProgramRules\bin\Development\UE5ProgramRules.dll 6>------ 已启动生成: 项目: VRModuleRules, 配置: Development Any CPU ------ 6>VRModuleRules -> E:\Sunmb\zxl\VR\Intermediate\Build\BuildRulesProjects\VRModuleRules\bin\Development\VRModuleRules.dll ========== 生成: 4 成功,1 失败,44 最新,1 已跳过 ========== ========== 生成 于 16:41 完成,耗时 06.182 秒 ==========
09-26
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