That's very true, although sometimes it's not much about how it's natively done, but the actual concepts used.sektor2111 wrote:I have to mention one simple thing: when a coder (even a newbie) has a few information how do engine works and checking natives (not editing or programming C++ stuff) but UScript, stuff is doable more clear, clean and way better, else everything is a guessing work for new comers to UScript, that's why at least some solid documentation would be more helpful than nothing. For me took some time to figure several things in UScript which Engine does, by logging and testing mods a bunch of times, since by simply showing what C++ side of Engine does, everything would take less time without assumptions and X tests.
This is because, in programming overall, the same algorithms are generally used by everyone, the code may be slightly different, but generally everyone uses already proven algorithms for the same things.
For example: replication.
Almost every system works pretty much the same conceptually concerning replication, be it a game engine, or even a master-slave database, or a distributed system.
Therefore, if you get to understand what "replication" actually is overall, what kind of processes are involved and the goals, you have pretty much understood 75% of how replication works in UT already, with the last 25% being how it is specifically implemented in UT itself (Unreal Engine).
Most coders/programmers see replication as this ultimate boss they cannot defeat, not because of those 25%, but because they generally lack an understanding of the 75% concerning the overall concept.