View Full Version : realli quick question to epic devs
legacy-matariel
05-28-2006, 02:43 PM
hi
first time posting on epic boards so still a lil *shy* lol
anyway, i been developing a walking tank for about a week now (for ut2004), almost done, only a few issues here and there. I lead a small mod team for a mod that we are about to begin recruiting for soon (atm juz me n a guy i noe). so as i was working on the tank a question came up,
what is the collision model for ut2007? does unreal engine 3.0 still use the collision box/sphere system?
thats basically what i need to know if you guys dont mind lol, we plan to move up to ut2007 as soon as it comes out [face_laugh]
thx a lot guys! highly appreciated!
edit: oh and something weird that i noticed, if you add too many collision boxes to your model (many parts, large vehicle), game starts having very strange lag if you look at the model ingame. ive only tested this with vehicles so im not sure if it applies to anything else. juz somethin thats been buggin me thats all lol.
legacy-0gse1r
05-28-2006, 09:41 PM
nonononono!
maybe you didnt realize,
this is the official forums, not the q&a forums,
a question made directly to developers has been never anwered,
here you can discuss aspects of the epic games, and then if the thread becomes important, a god from epic olimpus maybe touch the thread with a personal opinion on the thread, but definitely, ppl can not make question to epic, and then epic answer, this is not the purpose of this forums.
i reccomend:
wait for unreal2k7 to be released, and then go to the unreal technology page, they should upgrade information about making mods for unreal2k7 and using the unreal engine 3
legacy-matariel
05-29-2006, 01:20 AM
x.x
nooooooo~ all hopes and dreams crushed
oh well, half a year left i suppose :P
legacy-Scartissue
05-29-2006, 05:52 AM
nonononono!
maybe you didnt realize,
this is the official forums, not the q&a forums,
a question made directly to developers has been never anwered,
Quote: " This is THE PLACE to ask questions of the developers, give suggestions on our products, and more "
fuegerstef
05-29-2006, 07:10 AM
nonononono!
maybe you didnt realize,
this is the official forums, not the q&a forums,
a question made directly to developers has been never anwered,
Quote: " This is THE PLACE to ask questions of the developers, give suggestions on our products, and more "
I thought it was an ironic post.
legacy-0gse1r
05-29-2006, 07:42 AM
half ironic, half to say the newie how thing are over here.
this is not a direct line to developers isnt it?
have they ever answered a direct question made to them?
legacy-Scartissue
05-29-2006, 09:31 AM
half ironic, half to say the newie how thing are over here.
True story.
this is not a direct line to developers isnt it?
have they ever answered a direct question made to them?
According to the quote i used which some official putted in this forum they should. :)
legacy-matariel
05-29-2006, 11:23 AM
alite w/e devs or not, wat do u guys think? collision box/sphere system stays or not?
keep in mind that we got functional tank treads now (ut2007) so im not sure how that could be done w/ collision boxes/spheres [face_thinking]
joeGraf
06-01-2006, 08:56 AM
Unreal has always used AABB for collision. This is primarily due to the complexity of sweeping an arbitrary object through space. If you really care, google for the Minkowski sum. The Minkowski sum of an AABB vs another AABB is quite simple (and cheap) to compute. Sphere vs box is non-trivial.
legacy-matariel
06-01-2006, 11:06 AM
oh I see, I was guessing that collision detection was fairly expensive computationally speaking but i didnt think it was "that" expensive to have arbitrary objects checked for collision against each other. hmm this definitley throws my idea of the future of games straight to hell lol. I am forced to wonder how its even possible to have treads then [face_confused]. i cant imagine that the treads would be a skeletal mesh animated via bone rotation...wanna help me out with this?? maybe drop a little hint on how its gonna work??? lolol
legacy-matariel
06-09-2006, 01:06 AM
oh you know another interesting question popped up in my head, Ive been writing my own Inverse Kinematics algorithm for ut2004 for a week now and I was wondering, is ut2007 gonna have IK support or am I gonna have to port my work to ut2007?? lolol
joeGraf
06-13-2006, 12:23 PM
UE3 has IK support built into the animation system.
joeGraf
06-13-2006, 12:29 PM
Not sure how it's being done in UT, as I am not a gameplay guy working on that.
It's way too expensive to fully simulate tank treads. Might be feasible with hardware support, but I am not sure. The usual way to do something like that is to cheat and have an animated texture with some additional "bounce" animation to make the treads look life like.
legacy-matariel
06-23-2006, 07:52 PM
lmao well that pretti much makes my uscript IK work right now pointless hahaha but thats OK! native IK support is good! n that trick you're talking about must be pretti good considering how i thought the treads were full physics from videos
hmmm well you guys get my much sought after Seal Of Approval, thumbs up to teh boyz (n i guess grlz to be politically correct...?) down at epic'[face_applause]
legacy-UBL
07-02-2006, 02:19 AM
0gse1r got pwnd! j/k :)
Good to see Joe in the forums.
legacy-matariel
07-02-2006, 11:23 AM
i win
[face_dancing]
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