Day 9 of Advent of Code has chain of elements following each other on a grid, and as with Advent of Code in Unreal Engine Day 8 I have stuck with using C++ and a TDD-lite approach, within Unreal.
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Advent of Code in Unreal Engine Day 8
In day 8 we are looking at a grid and comparing the heights of trees in four directions, along the column and row, first to determine visibility, and then to calculate a “scenic score”.
Advent of Code in Unreal Engine Day 7
For Day 7 I will be misusing Unreal’s scene graph as a proxy for the file-system hierarchy described by the puzzle.
Advent of Code in Unreal Engine Day 6
After yesterdays Blueprints it’s time for a C++ palate cleanser with a side order of Unit Testing.
Advent of Code in Unreal Engine Day 5
With the components set up, one for each stack, parsed from the puzzle input, the remaining lines from the puzzle are processed one at a time in the actor Event Tick.
Advent of Code in Unreal Engine Day 4
Day 4 has us splitting a string into 4 integers, and then implementing some range-tests. This presents no serious complications in blueprint.
Advent of Code in Unreal Engine Day 3
It is a Saturday morning, and I want to get this finished before I go about my day, so my first step is to write some C++.
Advent of Code in Unreal Engine Day 2
I used Strings Mapped to Enumerations, and Enum Switches, and broke the problem into Reading a Line (string) into a Round (struct), and Scoring the Round.
Advent of Code in Unreal Engine Day 1
Day 1 splits into two logical steps. Processing the input, summing the parsed values into a new array, and then from that getting the answers to part 1 and part 2.
Advent of Code in Unreal Engine – Boilerplate Part 2
First we need a class that describes the imported asset. I just want an array of strings, one per line, accessible from Blueprint…