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48 comments

Videos (5, Informative)

sopssa (1498795) | more than 4 years ago | (#30322378)

And here are the videos:

User Interface [udk.com]
Simple Level [udk.com]
Lighting [udk.com]
Geometry Mode [udk.com]
Kismet [udk.com]
Materials [udk.com]
Terrain [udk.com]
Fractured Static Meshes [udk.com]
Sounds [udk.com]
Particles [udk.com]
Fluid Surfaces [udk.com]
Physics [udk.com]
Crowds [udk.com]
Cinematics [udk.com]
UI Scenes [udk.com]
Top-down Game Types [udk.com]

They seem to be quite nicely done too. So not only giving a free version of Unreal Engine, they're helping the users too. And these are interesting even if you wouldn't use the Unreal Engine.

Re:Videos (0)

Anonymous Coward | more than 4 years ago | (#30322580)

This is really cool man ...

Re:Videos (1)

citizenr (871508) | more than 4 years ago | (#30322822)

ahaha zipped movies, are they retarded?

Re:Videos (0)

Anonymous Coward | more than 4 years ago | (#30324064)

probably not. zip files with no compression to simplify downloading multiple files perhaps? it's basically tar, haven't checked that that's what they've actually done though.

Re:Videos (1)

ConceptJunkie (24823) | more than 4 years ago | (#30326514)

You also get built-in integrity testing when you unzip. I prefer everything to be zipped (or gzipped or bzipped, etc) even if it doesn't make it smaller for that reason.

Re:Videos (0)

Anonymous Coward | more than 4 years ago | (#30325980)

So much truth in so few words.

GNU/Linux support? (1)

GNUPublicLicense (1242094) | more than 4 years ago | (#30322456)

Is the GNU/Linux support ready?

Re:GNU/Linux support? (3, Informative)

L4t3r4lu5 (1216702) | more than 4 years ago | (#30322492)

No. [udk.com]

Minimum Requirements:
- Windows XP SP2 or Windows Vista
- 2.0+ GHz processor
- 2 GB system RAM
- SM3-compatible video card
- 3 GB Free hard drive space

Re:GNU/Linux support? (0)

Anonymous Coward | more than 4 years ago | (#30323028)

Minimum requirements?

I have a Ubuntu 9.10 Linux 2.4 Ghz Quad Qore which gives me at least 4 times more then minimum! GNU/Linux support is implied by the minimum Windows.

Re:GNU/Linux support? (1)

Sam36 (1065410) | more than 4 years ago | (#30323728)

I have windows 7 you insensitive cod!

Re:GNU/Linux support? (0)

Anonymous Coward | more than 4 years ago | (#30324598)

Those GNU/Linux supporters did look fishy to me.

Re:GNU/Linux support? (1)

TheThiefMaster (992038) | more than 4 years ago | (#30324792)

UE 2 did run on Linux (downloadable as UT 2004 for Linux), IIRC UE 2.5 was only on xbox (Unreal Championship) and UE3 doesn't have a Linux version at all (which is why the UDK doesn't support Linux).

Re:GNU/Linux support? (0)

Anonymous Coward | more than 4 years ago | (#30323472)

I have ceased all development using the Unreal technology.

They used to at least support Linux clients even if the development tools didn't. As of the Unreal 3 engine Linux client support is in limbo and it looks like it will never be supported. Bye bye EPIC!

Re:GNU/Linux support? (0)

Anonymous Coward | more than 4 years ago | (#30324662)

What development did you do previously? Oh right, none. You could never have used the dev toolchain on Linux anyway, and you wouldn't have had any significant number of customers on Linux. I'm sure Epic is crying in their beer over losing a customer they never had.

Go lean on Torque to finish their Linux port. Good luck with it.

Terrain generator? Aerodynamics? (1)

Ceriel Nosforit (682174) | more than 4 years ago | (#30322490)

Anybody know of a free terrain generator? How about a physics engine that does basic aerodynamics? I want to create a non-gore FPS game where indestructible robots from the far future go about their business Tribes-like, but it's sport instead of war and they leap 1 000 ft and glide through the air instead of using jet-packs.

It sounds so easy in my mind... And why shouldn't it be since so much of this stuff is already developed?

Re:Terrain generator? Aerodynamics? (3, Interesting)

ZeroExistenZ (721849) | more than 4 years ago | (#30322552)

I remember reading a 90s published book "3D game design" which walks through (in 2000 pages) the creation of an 3D FPS shooter.

The terrain generator described inthere, is just a grid with random height vertices, smoothed with interpolation and stored in a grayscale bitmap to represent the "height variation". The parser of this bitmap hence could also be fed by a simple image in which you drew your landscape's height variation and overlay a texturemap.

For this you just need to be able to draw vertices and creative use of randomized numbers.

But for todays high-res gamedesign, I think there are more involving techniques needed...

Terrain generator? Use fractal landscapes! (3, Interesting)

thijsh (910751) | more than 4 years ago | (#30322592)

Random generated is soooo 90's... in this century they use fractals (which is just a simple formula with some more random added in it). ;-)
But seriously read more about fractal landscapes here: http://en.wikipedia.org/wiki/Fractal_landscape [wikipedia.org]

Re:Terrain generator? Use fractal landscapes! (1)

ZeroExistenZ (721849) | more than 4 years ago | (#30322596)

Thijsh I love you. You have given me something new to play with this weekend! yay!

Re:Terrain generator? Use fractal landscapes! (0, Troll)

ProblemWithAmerica (1693012) | more than 4 years ago | (#30322690)

You see, this is the problem with America these days, people throwing around the word love so carelessly...

Re:Terrain generator? Use fractal landscapes! (0)

Anonymous Coward | more than 4 years ago | (#30322730)

I used to throw feces around, but that didn't really bring me far in life...

Re:Terrain generator? Use fractal landscapes! (1)

ZeroExistenZ (721849) | more than 4 years ago | (#30322764)

I'm sorry buddy, I'm European. The word "love" was for me to indicated a warmhearted felt appreciation for new information and a decent upgrade in knowledge which I anticipate to start in 4-5 hours. I don't consider that a problem.

Re:Terrain generator? Use fractal landscapes! (1)

IndustrialComplex (975015) | more than 4 years ago | (#30322936)

I'm sorry buddy, I'm European. The word "love" was for me to indicated a warmhearted felt appreciation for new information and a decent upgrade in knowledge which I anticipate to start in 4-5 hours. I don't consider that a problem.

4-5 hours is good, because doesn't it take some time for those ED treatments to kick in?

Re:Terrain generator? Use fractal landscapes! (2, Funny)

ZeroExistenZ (721849) | more than 4 years ago | (#30323024)

Oh no, it takes another 4-5 hours to finish work :)

If you want me to, I can forward my ED-spam to you. "forward (to IndustrialComplex)" is just one button away from "mark as spam".

Re:Terrain generator? Use fractal landscapes! (1)

Ceriel Nosforit (682174) | more than 4 years ago | (#30323176)

Oooh... Very purty. An purtyness is important because everybody loves bright colours moving around. Just think about how many people stop to watch a house burning down.

I suspect with some qualifiers you could generate terrain which yields interesting tactics. High mountain ranges and water are obstacles to be reckoned with; quite unlike artifical and invisible barries which determine the end of the map. This way you could make an entire planet's worth of map and not have it take up eleventy terabytes.

How about automatically generating cities, roads, bridges, powerlines, pipelines, and whatnot? Population centers are weighted towards waterlines, preferring rivers... Rivers? So we need another algorithm to erode the landscape. This is getting complicated. >_>

Re:Terrain generator? Use fractal landscapes! (2, Interesting)

2short (466733) | more than 4 years ago | (#30324556)


Ahh, the random midpoint displacement algorithm. Thanks for pointing out that neat thing they do this century. Mind you, it's genuinely cool stuff, and you shouldn't be less excited about it just because other people were excited about it previously. But that "soooo 90's" is pretty damn funny, since what you're describing is probably the same thing the OP is talking about, and it is actually... soooo 80's.

At least, I wrote a little program to play with it in 1991 after reading about it in a book published in the late 80s.

Re:Terrain generator? Aerodynamics? (0)

Anonymous Coward | more than 4 years ago | (#30322702)

Perlin noise works very well.

Perlin Noise [wikipedia.org]

It's psuedo-random. It's also extremely controllable. It's been used in textures and heightmaps for quite a long time. What's great about perlin noise is that all of the values are influenced by their neighbors, such that you won't get any unusual extremes in your data set (i.e. 255 pixels, which would be mountains, right next to 000 pixels, which would be seabed).

simple heightmap with perlin noise [nocreativity.com]

You can adjust the contrast to adjust the variability of the land. You can also "seed" your map with gradient patterns (for example, a gradient white circle ANDed to the perlin noise) to get specific island shapes. You can use "turbulent" distortions to make even more changes to the terrain.

And last, but not least, if you roll your own heightmap / terrain generator... Path-finding and collision detection may be easier or more accurate for one's purposes.

Re:Terrain generator? Aerodynamics? (1)

lobsterdude (1693084) | more than 4 years ago | (#30323324)

When I played around with this using another 3d engine (panda3D) I explored Perlin noise and the Diamond-Square algorithm. I found that perlin noise was good for getting rolling hills, but the diamond square produced better "mountains".

Re:Terrain generator? Aerodynamics? (1)

Toonol (1057698) | more than 4 years ago | (#30326728)

A couple more notes:

Keep everything tied to a particular seed, and replicable; that way, you can create an infinite number of random worlds, but always return to one that was previously created. I use that in a space game to generate random sectors of the galaxy... the seed is the sector coordinates, which is used for generating the stars... the coordinate of the stars is the seed for generating the planets, planets are used for generating the cities, etc. That way I have every planet in the galaxy, reproducible at will, but don't have to store a bit of permanent data. (Idea is pretty much shamelessly stolen from Elite.)

For terrain... you can use these generation techniques for much more than height. I would suggest, for instance, that you create a similar grid for vegetation... maybe start it off with values based on attitude and proximity to water, and randomly tweak it a bit, then overlay it.

One feature that fractal generation WON'T get you is erosion, and things like river paths. If you want that, you'll have to do some post-processing work. I think you could trace potential river courses by just analyzing heights, maybe simulation of simple water flow.

Re:Terrain generator? Aerodynamics? (1)

Monkeedude1212 (1560403) | more than 4 years ago | (#30324512)

You can use a few popular 3d Modelling programs to create terrain, depending on what engine you are using. I know a few engines have plugins for 3dsMax and Maya. Mind you, those programs don't come cheap but you can line yourself up with a free trial and try to get all your Maps done in a month, which helped me set deadlines for myself in my experience. (Try not to laugh, its a good business strategy. Get your work done before your trial is up!)

As for physics engine - You can take just about any engine already out there and tweak it to fit exactly that. I use source but I think something along the lines of Tribes 2 or Torque might be better suited for that. (Let me just spew off some features here)

Torque Engine Features
Built-in level terrain and GUI editors
Built-in terrain generator
Sophisticated C++ based scripting language
Built-in physics engine supporting basic physics, collision detection, rigid body and vehicle physics
Supports bone animation
Networking system for online games
In-built particle systems, weather effects, layered volumetric fog and water engine.
Features continuous terrain, allowing for massive world design

Re:Terrain generator: L3TD (0)

Anonymous Coward | more than 4 years ago | (#30326018)

I've had really good experience with L3DT for terrain generation and Aaron, the guy who created it, offers really strong support. It's free with some reasonable size restrictions. (Although I ended up popping for the full version, but its cheap.)

Re:Terrain generator: L3TD (0)

Anonymous Coward | more than 4 years ago | (#30326090)

Forgot that the internet lets you link... http://www.bundysoft.com/L3DT/

Epic (4, Insightful)

Steauengeglase (512315) | more than 4 years ago | (#30323046)

I've got to give Epic credit, they've taken a lot of criticisms about developing for Unreal to heart and went miles beyond what anyone could have expected.

Re:Epic (1)

pckl300 (1525891) | more than 4 years ago | (#30327502)

I wish they would apply the same excellent effort to their most recent game. The damn thing has been broken for over a year now.

EPIC not EPIC (1)

DRAGONWEEZEL (125809) | more than 4 years ago | (#30327572)

Epic is also a large company that Makes software for medical institutions.

But now that fact is out of the way, I've used UED, and found it to be amazingly simple and intuitive for someone who has little design experience. Just learn what the tools do, and use them. (Ie: subtract, add, intersect, etc..)

Re:Epic (1)

electrosoccertux (874415) | more than 4 years ago | (#30327718)

I've got to give Epic credit, they've taken a lot of criticisms about developing for Unreal to heart and went miles beyond what anyone could have expected.

If they would have just spent 6 months tweaking the PC version of UT3 none of this would have been necessary. Practically the entire UT fanbase was excited about UT3 when they played the demo until they found out the demo was basically the final thing, User Interface and all.

10 years ago in UT99 the UI was capable of browsing for different servers while currently connected in a game. You could select a new one and start downloading the map in the background while continuing to play in the current game.
With UT3, you have to stop what you're doing, disconnect from the current game (and hope you'll find a better game), get back to the server browser, pick a server, and if you need the map, watch it download. For the usual 40MB map, you're staring at the download screen for, say, at least a minute if you're on a standard DSL connection. In other words, lots of downtime.
They can run all the $5 Direct2Drive promos they want, but if the game is a pain to run, people just won't play it. The gameplay is great but the interface design is so ... well I would say y2k, but even stuff that came out 10 years ago was better than this.

ma18e (-1, Troll)

Anonymous Coward | more than 4 years ago | (#30324586)

real problems that Is dyking.Things All major surveys plainly states that share. *BSD is From a technical out how to make the personal rivalries development models

They have already done something similar.... (0)

Anonymous Coward | more than 4 years ago | (#30324686)

Unreal Tournament 2004 was released on March 16, 2004 for the PC ..... At release consumers could purchase the game on CD, or a limited-time special edition DVD version that came with a Logitech microphone-headset and a second DVD filled with video-tutorials on how to use the included UnrealEd

http://en.wikipedia.org/wiki/Unreal_Tournament_2004

Yuo faiL it (-1, Offtopic)

Anonymous Coward | more than 4 years ago | (#30325948)

least I won't backward and said to delIver what, else up their asses the longest or Out of bed in the Tossers, went out centralized And reports and

Videos? (0)

Anonymous Coward | more than 4 years ago | (#30325994)

How about some good WRITTEN documentation (the half-assed, inconsistent documentation available for it doesn't count) so I can read and follow at my own pace, instead of watching some goddamn annoying videos that are more difficult to follow along for anyone that can actually, you know, read?

Sorry, but I'm really annoyed at the trend toward "video/audio > good writing and images".

AC because I know people that "mod" /. don't know the different between trolling and disagreeing.

Re:Videos? (1)

elysiuan (762931) | more than 4 years ago | (#30326310)

I agree pretty much 100%. They have a large amount of decent reference documentation up but little to no 'process' documentation.

I'd settle for 2 pdfs: the creation of a fixed camera 2d-style game from start to finish that's much more in depth than the Whizzle design doc, and the same but for a first person type game.

Guarenteed Failure (1)

spektricide (749293) | more than 4 years ago | (#30332888)

Do they a tutorial on making yet another mediocre FPS with stunning RPG elements like experience and +2% to damage? (Can somebody get original?)

Re:Guarenteed Failure (1)

RAMMS+EIN (578166) | more than 4 years ago | (#30333432)

``Do they a tutorial on making yet another mediocre FPS ...''

I think they used to, but they accidentally it.

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