City Engine on Facebook, and Trendy Entertainment’s Dungeon Defense and Natal like antics.
Dataflow In an effort to clarify how input gets into UDK, even for myself, I’ve decided to investigate and map out how button presses turn into commands. It all starts off at the first “BaseInput.ini” located in engine/config. This has one line at the top. [Engine.PlayerInput] The engine’s c++ core now knows what the segment [...]
So I’ve been spending a few hours at night working on some input buffering and pattern checking for a fighting game style input buffer. The plan so far is to have a basic pattern comparison for incoming buttons. On top of the usual A+B I’ll also be thinking in terms of A+B vs B+A which [...]
So Mark Rein was showing off the Unreal Engine on an iPhone, and mentioned that it’s coming to “other” platforms. Two devices come to mind, of course the Microsoft ZuneHD, but also the PSP. Both have OpenGL support. The next thing that comes to mind is what it means for Unity and Torque. Right now [...]
Epic releases update to UDK!
So I’m starting with something a bit more fun. We’re taking this AxieObject I made in maya and we’re going to fill a room with a single object placement. Using similar techniques you can build procedural buildings and fill scenes with more interesting objects than normal.
More programming tutorials are a comin! Art and code, like getting peanut butter in chocolate.
Replacing the UTPawn with your own MyPawn class, it’s not that hard!
http://bit.ly/6rAd4a Tatsuma is saying he agrees with the layers that this guy is writing about. And to some effect I do too. There might be a couple of other layers to the structure, like pipeline or tools and middleware and stuff between the game makers and the content creators, but in general it’s all good. [...]