Browsing » December 2009

UDK Input mapped.

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 [...]

Fighting Game Style Input buffer!

Fighting Game Style Input buffer!

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 [...]

UnrealEngine3 On Mobile Devices

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 [...]

UDK December Update!!!

Epic releases update to UDK!

Functions that give back, and more!

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.

Working a lot, updates coming in another few days.

For those of you who have been following this blog for the UDK tutorials I’ve been rather busy at work in the past couple of weeks. We’re working toward a very important demo so I’ve been very un-inclined to do anything when I get home aside from sleep. It’s only a matter of time, and [...]

Programming basics; for and if.

For people who consider themselves as programmers the following is completely obvious and not worth explaining. However, for those of us who are still learning functions have things in them that are completely obscure.

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