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Over 160 Tutorial Videos Created For Unreal Dev Kit 48

As a follow-up to Epic Games' release of a free version of the Unreal Engine last month, the company has now posted over 160 video tutorials which demonstrate the various uses of the Unreal Development Kit. Roughly 20 hours of footage were created by technical education company 3D Buzz, with topics ranging from user interface to game physics to cinematics.
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Over 160 Tutorial Videos Created For Unreal Dev Kit

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  • Videos (Score:5, Informative)

    by sopssa ( 1498795 ) * <> on Friday December 04, 2009 @07:15AM (#30322378) Journal

    And here are the videos:

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

    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.

  • Is the GNU/Linux support ready?
  • 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?

    • by ZeroExistenZ ( 721849 ) on Friday December 04, 2009 @08:15AM (#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...

      • by thijsh ( 910751 ) on Friday December 04, 2009 @08:25AM (#30322592) Journal
        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: []
        • Thijsh I love you. You have given me something new to play with this weekend! yay!
        • 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 ab

        • Re: (Score:2, Interesting)

          by 2short ( 466733 )

          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 publish
    • 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 alre

  • Epic (Score:5, Insightful)

    by Steauengeglase ( 512315 ) on Friday December 04, 2009 @09:48AM (#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.

    • 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 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..)

    • 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.

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

      I think they used to, but they accidentally it.

"The number of Unix installations has grown to 10, with more expected." -- The Unix Programmer's Manual, 2nd Edition, June, 1972