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online|offworld
11-16-2009, 06:10 PM
Hi Everyone,

I'm new to UDK, and I'm just trying to get a general idea of what you can and can't do between the editor and the engine. As the thread title says I'm interested in procedurally generating content, and I'm wondering if this is an area that anyone else has already done anything with in UDK.

I have two questions from this:
1. Can you programmatically edit meshes and or terrain at runtime? (in game)
2. Can you programmatically edit meshes and or terrain in the editor (i.e. make tools/macros)

Fwiw - pardon the blasphemy - here is a youtube link that demonstrates node based roads in the leadwerks engine, is there *any* way something even *like* this could be done in UDK? (Not neccessarily realtime in game, in the editor would be fine).

http://www.youtube.com/watch?v=i-We8qo1A_s

Also, I know you can paint masks that reveal textures, but that's not the same as a texture flowing along a path (i.e. the road markings in the video above).

Cheers

Solid Snake
11-16-2009, 06:22 PM
These questions have been asked somewhere else in the forums. But anyways,

1) Meshes no, but terrain maybe. I know that UT2004 had some functionality to do that, but unsure if the UDK does. I haven't checked.
2) Don't think so.

immortius
11-16-2009, 06:59 PM
With 2, you can create scripts that can be run in the editor by subclassing BrushBuilder, these appear as buttons in the editor. I haven't experimented with this to any huge degree though.

online|offworld
11-16-2009, 09:57 PM
Cool, thanks for the quick answers, they pretty much confirm my suspicions.
Immortius I'll definitely have a google around for that BrushBuilder subclassing you mentioned.