nyuuzyou/wikis huggingface dataset:
Scripting Crash Course

==IDE==
I've been using Unreal X Editor, but I recommend finding another one: nFringe (must have MS Visual Studio installed) or WOTgreal. 
Note that if you download Unreal X Editor, you have to point it to your existing UDK installation or it won't compile anything. After you do that, though, clicking 'compile' will execute a commandlet that makes all of the game files for you. Also, don't try to compile any scripts while the UDK Editor is open because it will always throw errors.
Finally, here's the command to compile/build all your files from the command line if you so desire:
 <UDK directory>\Binaries\Win32\udk.com make
Note that it is NOT udk.EXE, but udk.COM.
==Class Hierarchy/Creating Classes==
In UDK, there is a specific layout for your classes that must be followed in order for your game to run properly. Place all of your Unreal Scripts for a given package (.uc) inside of the 
 <UDK directory>\Development\Src\<package name>\Classes 
folder.
Also, note that your class name and the file name must be exactly the same.
==Registering Your Packages with UDK==
In order to register your packages with UDK (so they can be used in the UDK Editor), you need to edit the UDKEngine.ini file located inside of <UDK directory>\UDKGame\Config\. 
Open the UDKEngine.ini file, find the section marked "[UnrealEd.EditorEngine]", scroll to the bottom, and insert the line
 ModEditPackages=<package name>
underneath the other text there. UDK will now pick up your class files and they can be used inside of UDK (they will be listed under the 'uncategorized' classes in the content browser).
==The GameInfo and Mutator Classes==
===GameInfo Class===
The GameInfo class controls the parameters of the game that you create inside UDK. Here is an example GameInfo class that assigns the class used for each (human) player controller:
 
class ItemCreationGame extends GameInfo;
defaultproperties
{
 PlayerControllerClass=class'ItemCreationPlayerController'
}
Checking out the GameInfo class itself is instructive--I recommend taking a look at it to see what kinds of variables and functions are in it. 
===Mutator Class===
I'm not sure exactly what the differences are between the GameInfo and Mutator classes, but the Mutator class can also be used to modify UDK's default game type.
==Running Your Custom Game==
Navigate to <UDK directory>/Binaries/Win32 and type the following command:
 udk <mapname>?<your package>.<extended GameInfo class name>
So, for example, I created a package called "ItemCreation" with a class called "ItemCreationGame" that extends the GameInfo class. Furthermore, I am just loading the example map that comes with UDK. My command will be this:
 udk ExampleMap?game=ItemCreation.ItemCreationGame
The game will now run based on your ItemCreationGame class.
==Miscellaneous==
An intro to UDK scripting can be found here: 
Check out the bottom of that page for more scripting tutorials.
Story

==The Story of Artisan==
King Brandulfar of the kingdom of Dwarrowheim once wielded his ancestral sword in defense of his realm. The blade was a beacon of safety and struck fear into the hearts of the kingdom’s enemies. So strong was its magic that evil could sense its presence for miles around, and so the kingdom went unmolested for many years. Issaethra, an icy white dragon who once plagued the mountains of Dwarrowheim, hid in his lair for centuries after the sword was forged.
But now the sword is missing. Once the sword was gone, Issaethra sensed the sword’s power fade, and gained courage. In desperation, the dwarfs of Dwarrowheim fortified themselves in case of the dragon’s attack, but all in vain. The icy fiend soared to the gates of the kingdom and bashed its defenses to pieces. King Brandulfar was slain in his attempt to save his people, and the dragon took the king’s crown back to his lair to add to his collection of loot.
Eldgrim, the King’s right hand man and Warlord of Dwarrowheim, swore to avenge the king’s death. He will stop at nothing to put an end to Issaethra once and for all. As preparations for the dragon hunt began, Eldgrim made two declarations: first, that the discourteous dwarf who stole the king’s sword shall be found out and put to death. Secondly, that all of the greatest dwarf warriors in the world are invited to aid Eldgrim in his hunt for the dragon. All are promised fame and fortune should the quest succeed.
As a character, you have the choice to help Eldgrim fulfill either or both of his declarations. The whole world of Smörgåsland is available for questing in, which will be necessary to become worthy of confronting the world’s most frightening dragon. You must discover what it takes to slay a dragon, for such a task is nigh impossible. Then you must gather the skills and supplies to create weapons, armor and other tools with which arm yourself and your party for the final confrontation.
Team Members

==Team Member Roles==
Name 	Desired Role(s) 	Skill set / areas of interest
Bryce Lowry 	Owner, Project Designer, Art Director 	concept art (via sketches and painting) and some 3D modeling and animation
Kathryn Lowry 	Artistic light infantry (2D concept artist) 	Art, Illustration
Matt Clements 	3D modeler and animator, concept artist 	(his position on the team depends on project scope, as he is working and taking a couple classes)
Seth Stewart 	Physics programmer 	C++, C#, Visual Studio, Parallel Programming
David Boudreau 	Developer 	C++, C#, Java, Python, Racket; Visual studio; I have taken graphics and digital signal processing; I am interested in programming and/or designing combat-related content; I may be interested in learning how to create 3D models if we still need it; I would be interested in learning how to animate those models as well.
Spencer Kropp 	Developer/Game tester 	
Nathan Standiford	 	C# / C++ / Shaders / 3D Modeling / 3d Animation
Mark Siebert 	 	Java, Scala, Python are my primary languages
Web development, mostly backend but some front end too. So if we needed to do anything with the web for the game, I could work on that.
Ben Williams 	UI design, sound, flexible 	C++, C#, Java, Visual Studio, Web development, basic audio programming, UI design. Currently taking CS 355, taken CS450
Eric Hullinger 	 	C++,C#, Java, Visual Studio, UI design, taken CS355, CS 456, CS 486. Interested in 
helping with just about any aspect of the game.
Matt Hess 	Algorithms, math, optimization, creative director, game music, storyline, legal/licensing	
Riley Monson 	 	Taken CS 455 (Computer Graphics) and CS 470 (Artificial Intelligence). Looking into some game engines and technologies. Doing some prototyping.
===Roles Needed===
Despite the technical aspect, the majority of the work done for this game will be fairly straightforward and typical of game development.
Art Personnel Requirements:
* Creative Director(s)
* Character designer(s)
* Environment designer(s)
* Prop designer(s)
* 3D modelers
* Lighting director
* Sprite artists
* Animator(s)
Programming Personnel Requirements:
* AI programmer
* Graphics programmer
* Sound integrator
* Gameplay designer
* Scripting
* User interface designer
* Input processing
* Network communications
* Physics engine integrator
* Game tools developer
* Game testers!!!
* Level designers could be from both the art and programming departments. It seems likely that 3D modelers and scripters would work hand in hand to build the levels. Levels in this game would be more of a backdrop than an interactive environment, so maybe just a 3D modeler or two could fulfill this position.
* Miscellaneous Personnel Requirements: Musician(s), sound designer, PR and advertising.
Team members may occupy one or more positions, depending on project intensity.
UIBrainstormBen

== Ben's UI Brainstorming ==
A raw dump of my thoughts on the Item creation UI. 
*2 main approaches: realistic tool-based creation, or 3d modeling approach
*For modeling approach, 4-pane view may be helpful (one for each axis, one for rendered result)
The other option is a single-pane, rotatable object. I envision this as equivalent to flipping the sword over on your workbench. 
*If we went with a physical creation approach, it still may be possible to use a grid system: have each tool have different effects on the grid. 
*Even with model approach, it'd be nice to approach the modeling from a "modify the existing object" approach rather than a "create from scratch" approach. Gives more of a feel of smithing
*Vertex approach: view the weapon in terms of lines and moveable points. Can add vertexes at arbitrary points. Vertextes only move within limits. May need some method of introducing curves (upgradeable skill?). 
*Drawing approach: simply draw the weapon, and then draw additions/subtractions to it. Kind of doesn't feel as much like smithing to me, though. 
*2 different phases: basic forging, then detailing? Perhaps each piece made out of a different material needs to go through the first phase individually? (i.e. make the blade, then the handle, then stick them together)
*Players will often want to make symmetric changes to their weapons. We'll likely want some sort of option to make this possible: how?
*How do you craft a tinker's item, or anything more complex, really? A bow? Clockwork items?
Potential forging tools/skills:
*Basic item creation:
**Forge (heat up to make moldable)
***Bend
***Flatten
***Draw (smithing technique that basically involves stretching the metal)
***Punch (poke a hole in the item)
***Sharpen
***Smooth (curve)
**Attaching differing materials (i.e. wooden handle to iron blade)
***Welding?
*Temper
*Inlay
*Decorate (carve decorative patterns in)
*Enchant
*Material selection (if we view this from a "blueprint then forge" perspective, you can just change materials at will)
Gameplay results of weapons:
*Material used (type and amount) = weight, affects speed/damage (weapons)/defense. Various materials would also have various properties. 
*Some way to measure sharpness? Would affect damage, maybe critical chances (distinction between cutting/bludgeoning weapons?)
*Area of contact? 
*Weapon balance? (accuracy, speed)
*Connective-ness (durablilty) (so if you connect a giant block of metal to the handle with a small, brittle fragment of metal, it'll break pretty quickly)
*Some weapon attributes may serve simply to increase the price of the weapon. (Golden inlaid decorations, for instance). For some clients, you may be required to make weapons that are more decorative pieces than practical weapons.
Why not UDK?

===Unity vs. UDK===
As of 3/6/2014, the Item Creation Team has determined that UDK is not capable of performing the item creation methods we need to complete this project.
The following links relate to our investigations into this functionality:
Dynamic Arbitrary Geometry Control
We thought we might be able to do a workaround by implementing our own Physics class, since those can at least deform existing geometry. Here's what we found: 
Implementing custom physics in UDK
The bottom line is that UDK does not support dynamically modifying in-game geometry. Matt and Seth have scoured UDK's UnrealScript and C++ APIs only to find that all such functionality, if it exists, is deliberately hidden from developers.
Unity, on the other hand, does provide this functionality, as seen in its program documentation as well as in the following video tutorials:
Generating Mesh Geometry Procedurally
Video: Creating meshes procedurally
14 Of January (United States Russin China)

Date 	14 Of January
Celebrations 	House Party
Asian Chinese	
Food
5 State 	Love Rock California
Birth 	World Party
 eeding generations as the great anniversary festival. It ought to be commemorated as the day of deliverance, by solemn acts of devotion to God Almighty. It ought to be solemnized with pomp and parade, with shows, games, sports, guns, bells, bonfires, and illuminations, from one end of this continent to the other, from this time forward for evermore.
Adams was off by two days, however. Certainly, the vote on July 2 was the decisive act. But July 4 is the date on the Declaration itself. Jefferson's stirring prose, as edited by the Congress, was first adopted by the vote of the 4th. It was also the first day Philadelphians heard the official news of independence from the Continental Congress, as opposed to rumors in the street about secret votes.
===History of Observance===
* In 1777, British officers noted the firing of 13 guns, once at morning and again as evening fell, on July 4 in Bristol, Rhode Island. Philadelphia celebrated the first anniversary in a manner a modern American would find quite familiar: an official dinner for the Continental Congress, toasts, 13-gun salutes, speeches, prayers, music, parades, troop reviews and fireworks. Ships were decked with red, white and blue bunting.
* In 1778, General George Washington marked the Fourth with a double ration of rum for his soldiers and an artillery salute. Across the sea, ambassadors John Adams and Benjamin Franklin held a dinner for their fellow Americans in Paris, France.
* In 1779, the Fourth falls on a Sunday. Starting a long tradition, the holiday is celebrated on Monday, July 5.
* In 1781, Massachusetts was the first legislature to recognize Independence Day.
* In 1870, the U.S. Congress made July 4 an unpaid holiday for federal employees.
==Customs==
Independence Day, as the only holiday celebrating the country as a whole, is a national holiday marked by patriotic displays. Many politicians make it a point on this day to appear at a public event to praise the nation's heritage and people. Families often mark the Fourth with a picnic or barbecue, and often gather in more distant relatives, taking advantage of the longer weekend. Parades are often held the morning of the 4th; the evening is usually marked by public displays of fireworks.
In many states, smaller fireworks are sold for personal use or as an alternative to a public
show. Concerns about safety have led some states to ban fireworks or limit the sizes and types allowed, but illicit traffic brings some of the more powerful firecrackers in from less restrictive border states.
One colorful annual Independence Day event is the Nathan's Hot Dog Eating Contest in Coney Island, Brooklyn, New York City, which supposedly started on July 4, 1916 as a way to settle a dispute among four immigrants as to who was the most patriotic.
==See also==
* Many nations share with the U.S. the tradition of each celebrating their independence from foreign powers.
* The legality of state separation through a declaration of independence.
==External links=
Donovan Shavis

Donovan Shavis (born October 13,2002) was the chairman of TEAM64 who replaced the former founder Trey Games after his death in 2006, until the companies closure on June 6, 2015. He was also the host of the DPS Comedy Awards from 2008 to 2015. He is the new voice of the title character in the series Linner, who replaced the original voice actor who died in 2006.
Mj Shavis

Mj Shavis (born May 17,2002) was the chairman of DPS Networks who replaced the former founder Trey Games after his death in 2006, until the companies closure on June 6, 2015. He was also the host of the DPS Comedy Awards from 2008 to 2015. He is the new voice of the title character in the series Linner, who replaced the original voice actor who died in 2006.
চিত্রকলা

=চিত্রকলা=
চিত্রকলা বিষয়ে ব্যবহৃত বিদেশী শব্দের বাংলা পরিভাষা এ পাতায় যোগ করা হবে।
==ম==
মিনিয়েচার পেইন্টিং = চিত্রাণু
প্রধান পাতা

বিদেশী প্রচুর শব্দকে আমরা বাংলা ভাষায় সরাসরি গ্রহণ করে থাকি। এটি একটি সরল ও স্বাভাবিক প্রক্রিয়া, এবং এভাবেই ভাষাসমূহ একে অপরের কাছ থেকে গ্রহণ করে ক্রমশ সমৃদ্ধ ও বিচিত্র হয়ে ওঠে। 
কিন্তু একই সাথে লাগসই পরিভাষা প্রণয়নের মাঝে রয়েছে ভাষা নিয়ে চর্চার আনন্দ, ছোট কিন্তু কঠিন একটি কাজ সুচারুভাবে সম্পন্ন করার বিঘ্নজয়ের তৃপ্তি এবং ভাষার বর্তমান সংগ্রহকে কাজে লাগিয়ে নতুন শব্দ গঠনের প্রক্রিয়াটি চলমান রাখার তুষ্টি। 
এখানে তালিকাভুক্ত শব্দ সকলের জন্যে অবশ্যপ্রযোজ্য নয়, পাঠক-পাঠিকা চাইলে আরো জুতসই শব্দ যোগাতে এগিয়ে আসতে পারেন।
সকলকে ধন্যবাদ।
স্থাপত্য

=স্থাপত্য=
স্থাপত্য বিষয়ে ব্যবহৃত বিভিন্ন বিদেশী শব্দের বাংলা পরিভাষা এ পাতায় যোগ করা হবে।
==ই==
ইন্টেরিয়র ডিজাইনিং = অন্দরসজ্জা
==ফ==
ফলস সিলিং = ছদ্মছাদ
Main Page

== Welcome to ! ==
SharpBlox is a free C# game engine based off of ROBLOX. This is currently under HEAVY development, and I need your help! If you want to help, there will soon enough be source code that you can grab.
== Where do I get this? ==
Right now I do not provide binaries (sorry) as it is in early development, though soon enough we will have a working preview!
== Why should I use this? ==
There is quite a few reasons you should use this, First off, it's open source so you can check the source if you're suspicious of any viruses. (Don't worry though, I check ALL code before I allow any contributions.), Second off, since this is free you can use it and if you don't like it, uninstall without having to deal with the pain of getting a refund. Third off, this dosen't require a beefy computer to work. Right now it is being maintained & developed by Joyesh (me, and I use a Lenovo G575, which has a AMD E-450 with AMD Radeon HD 6320 Graphics) so just about any computer can run this if it has a working copy of Windows with .NET 2.0. If you're willing to port this to Linux and/or Mac using Mono, please do!
== So, how do I help? ==
The source is not hosted due to early development, but once it is this page will be updated and this section I will have the link to the GitHub page. For now, just wait!
== Do you have any future plans for making our games standalone? ==
Yes, actually. I have plans to make a .dll file that you just implement into your C# program and you have instant access to all of the SharpBlox features without using SharpBlox studio. (to be released later)
Ansichten/Altstadt/20130519-131804A-nlh

Die Ansichtskarte wurde am 10. August 1964 in Rottweil abgestempelt.
File:Ansichten_Altstadt_20130519-131804A-nlh_Altstadt_Um_1960_02.jpg|Die Altstadt um das Jahr 1960
Vorschau anklicken, großes Bild wird dannin einem neuen Fenster angezeigt.
Category:Historisch
Ansichten/Altstadt/20140129-192120A-Heinz

Die Bilder zeigen einen Blick vom Nikolausfeld (Hoferstraße) in Richtung Altstadt, Lehrstraße. Die Bilder entstanden zu Beginn der 70er Jahre. Der Neckar führte viel Hochwasser. Die Firma Peter-Uhren war noch vorhanden, das ESV-Sportheim war noch auf Pfahlbauten näher zur Eisenbahnbrücke hin und die Straßenbrücke Verbindung Bahnhofstraße zur Lehrstraße war noch nicht existent. Verfasser: Heinz Zimmermann
Datum der Aufnahmen: 1970, Copyright: Heinz Zimmermann
Ansichten/Altstadt/20170523-213321A-Heinz

Die Aufnahmen entstanden am 14.05.2017 auf der Neckarbrücke der Tuttlinger Straße. Es zeigt die Aussichten in Richtung Neckarwehr Gänsewasen und in Richtung Armlederanlage. Der Neckar führte an diesem Tag verhältnismäßig wenig Wasser.
Verfasser: Heinz Zimmermann
none|thumb|1000px|Aussichten von der Neckarbrücke, Tuttlinger Straße 14.05.2017, Copyright: Heinz Zimmermann
none|thumb|1000px|Aussichten von der Neckarbrücke, Tuttlinger Straße 14.05.2017, Copyright: Heinz Zimmermann
none|thumb|1000px|Aussichten von der Neckarbrücke, Tuttlinger Straße 14.05.2017, Copyright: Heinz Zimmermann
Ansichten/Altstadt/20171225-200116C-Heinz

Die historischen Aufnahmen zeigen die Ecke Tuttlinger Straße zur Hochmauerenstraße in der Altstadt. Frau Ingrid Maier hat uns diese schönen Aufnahmen zur Verfügung gestellt. Das Aufnahmejahr der Bilder ist bislang unbekannt.Verfasser: Heinz Zimmermann
Datum der Aufnahmen: unbekannt, Copyright: Ingrid Maier
Category:Historisch
Ansichten/Altstadt/Albertistrasse

Die Albertistraße ist benannt nach dem Bergrat Friedrich von Alberti (1795 - 1878). Alberti war Verwalter der Saline Wilhelmshall und machte sich um die Rottweiler Altertumsforschung verdient, siehe auch Salinenmuseum.
Die Albertistraße am 25. März 2001
 
Die Albertistraße am 25. März 2001
 
Die Albertistraße am 25. März 2001
Ansichten/Altstadt/Albertistrasse/Albertistrasse 1/20170214-173515A-Kleinfeld

Das Jahr 2017 hatte gerade erst begonnen, da mußte die Rottweiler Feuerwehr schon ausrücken, um einen Brand in der Albertistraße zu löschen. Als die Feuerwehr eintraf stand ein Teil der Fassade voll in Flammen. Der Brand konnte schnell gelöscht werden. Zwei Bewohner wurden vorsorglich im Krankenhaus behandelt, ein Feuerwehrmann zog sich eine leichte Schnittverletzung zu. Quelle: NRWZ am 01.01.2017 Verfasser: R.Kleinfeld
Datum der Aufnahmen: 03. Januar 2017, Copyright: R.Kleinfeld
Ansichten/Altstadt/Albertistrasse/August2005

Die Albertistraße wird im Sommer 2005 neu gestaltet. Es werden neue Bordsteine gesetzt und ein neuer Gehweg wurde angelegt.
Die Albertistraße am 27. August 2005
 
Die Albertistraße am 27. August 2005
 
Die Albertistraße am 27. August 2005
 
Die Albertistraße am 27. August 2005
 
Die Albertistraße am 27. August 2005
 
Die Albertistraße am 27. August 2005
 
Die Albertistraße am 27. August 2005
 
Die Albertistraße am 27. August 2005
Ansichten/Altstadt/Alemannenstrasse

Mit mehreren Einfamilienhäusern soll der Rest der Baulücke auf dem alten Stahlhandel-Gelände in der Alemannenstraße bebaut werden.
Die Alemannenstraße am 12. Februar 2006
 
Die Alemannenstraße am 12. Februar 2006
 
Die Alemannenstraße am 12. Februar 2006
 
Die Alemannenstraße am 12. Februar 2006
 
Die Alemannenstraße am 12. Februar 2006
 
Die Alemannenstraße am 12. Februar 2006
 
Die Alemannenstraße am 12. Februar 2006
 
Die Alemannenstraße am 12. Februar 2006
 
Die Alemannenstraße am 12. Februar 2006
 
Die Alemannenstraße am 12. Februar 2006
Ansichten/Altstadt/Alemannenstrasse/August2006

Die Alemannenstraße am 6. August 2006
 
Die Alemannenstraße am 6. August 2006
 
Die Alemannenstraße am 6. August 2006
 
Die Alemannenstraße am 6. August 2006
 
Die Alemannenstraße am 6. August 2006
 
Die Alemannenstraße am 6. August 2006
 
Die Alemannenstraße am 6. August 2006
 
Die Alemannenstraße am 6. August 2006
 
Die Alemannenstraße am 6. August 2006
 
Die Alemannenstraße am 6. August 2006
Ansichten/Altstadt/Alemannenstrasse/Mai2007

Die Alemannenstraße am 6. Mai 2007
 
Die Alemannenstraße am 6. Mai 2007
 
Die Alemannenstraße am 6. Mai 2007
 
Die Alemannenstraße am 6. Mai 2007
 
Die Alemannenstraße am 6. Mai 2007
 
Die Alemannenstraße am 6. Mai 2007
 
Die Alemannenstraße am 6. Mai 2007
 
Die Alemannenstraße am 6. Mai 2007
Ansichten/Altstadt/Armlederanlage

538x358px
Die Armlederanlage am 24. August 2000
 
538x358px
Die Armlederanlage am 24. August 2000
 
410x614px
Die Armlederanlage am 24. August 2000
 
775x553px
Die Armlederanlage am 24. August 2000
Ansichten/Altstadt/Armlederanlage/Februar2007

Die Armlederanlage am 24. Februar 2007
 
Die Armlederanlage am 24. Februar 2007
 
Die Armlederanlage am 24. Februar 2007
 
Die Armlederanlage am 24. Februar 2007
 
Die Armlederanlage am 24. Februar 2007
 
Die Armlederanlage am 24. Februar 2007
 
Die Armlederanlage am 24. Februar 2007
Ansichten/Altstadt/Armlederanlage/Januar2002

Im Januar 2002 spritzt die Feuerwehr Wasser auf die Armlederanlage, um einen Eisplatz herzustellen.
Ich danke der Feuerwehr Rottweil, die mir das Einsatzbild zur Verfügung gestellt hat.
Die Armlederanlage am 10. Januar 2002, Copyright Feuerwehr Rottweil
Ansichten/Altstadt/Armlederanlage/Neckar bei der Armlederanlage 03.06.2023

Der Neckar in Höhe der Armlederanlage in der Altstadt am 03.06.2023, Copyright: Heinz Zimmermann
Kategorie:Neckar
Kategorie:Armlederanlage
Datei:Neckar an der Armlederanlage 03.06.2023-1.jpg
Datei:Neckar an der Armlederanlage 03.06.2023-2.jpg
Datei:Neckar an der Armlederanlage 03.06.2023-3.jpg
Datei:Neckar an der Armlederanlage 03.06.2023-4.jpg
Ansichten/Altstadt/Armlederstrasse

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Die Armlederstraße am 24. August 2000
 
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Die Armlederstraße am 24. August 2000
 
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Die Armlederstraße am 24. August 2000
 
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Die Armlederstraße am 24. August 2000
Ansichten/Altstadt/Armlederstrasse/Armlederstrasse 12

Am Gebäude Armlederstraße 12 ist noch der Schriftzug "J. Grimm Huf u. Wagenschmiede" erkennbar.
Gebäude Armlederstraße 12 am 29. Dezember 2000
 
Gebäude Armlederstraße 12 am 29. Dezember 2000
 
Gebäude Armlederstraße 12 am 29. Dezember 2000