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tarehart
11-11-2009, 03:07 PM
I'm trying to find out how much control over geometry I can get with the newly free UDK. I know that terrain can be deformed dynamically, but I want to go a little further than that.

Ideally I want to write code to do most or all of the following at runtime:

subdivide a polygon
move vertices arbitrarily (not based on animation or height map)
have good physics interactions involving those vertices
create geometry from scratch


As a bonus, I would also like to use volumetric texturing.

Can anybody give me a good estimate of how much of this is feasible to integrate with the unreal engine? Thanks!

Solid Snake
11-11-2009, 05:16 PM
Fine geometry control like this is not possible with the UDK as far as I know.

tarehart
11-12-2009, 07:17 AM
Thanks for the reply, though I'm still going to look through the code to prove it to myself unless somebody can say more definitively.

morpheus2010
11-12-2009, 07:59 AM
You need not to find the old control pannel,like vertice,and other.
only near the lin or vertice to choose it.

Yet I don't know how to extrude.

immortius
11-12-2009, 08:11 AM
You need not to find the old control pannel,like vertice,and other.
only near the lin or vertice to choose it.

Yet I don't know how to extrude.

He means in the game, not in the editor.

tarehart
11-12-2009, 09:07 PM
Yep. Also, if anybody is aware of a different game engine that can do what I want, I'd love to hear about it.

Solid Snake
11-12-2009, 10:00 PM
Well, the engine I wrote could do that sort of stuff ... but it's not nearly as good as UE3 :)

morpheus2010
11-13-2009, 02:53 AM
He means in the game, not in the editor.

Oh,that will free for downloads?

What a wonderful thing I can't image.

youkai
11-16-2009, 11:39 AM
May one please summarize, what is actually possible regarding modification of geometry information (e.g., translating vertices)?

Bye

weephun
11-16-2009, 11:58 AM
http://udn.epicgames.com/Three/UsingBspBrushes.html and http://udn.epicgames.com/Three/GettingStartedWithGeometryMode.html should give you a good start as to what's possible to do with bsp geometry in the UDK.

youkai
11-16-2009, 12:08 PM
Thanks. :) Let me add: "...at runtime with UnrealScript" to the question. ;)

immortius
11-16-2009, 03:49 PM
The answer to that would be "Nothing".

Solid Snake
11-16-2009, 06:17 PM
Unfortunately weephun, the original poster wanted to do this at run time. Other than various means to perhaps poke terrain back in Unreal Tournament 2004, I don't believe there is any real means of doing that since Unreal Engine hides that sort of detail away from the developers (i.e, you're not responsible for the management of vertex and face data).

youkai
11-17-2009, 03:31 AM
Damn. :( Is there no possibility to inject vertex shaders somehow? I need to implement some "partial zoom effect" so that a small passage would be bigger and passable in some area.

Well, need to look for another environment than UDK then.

Edit: What about this? :D (http://www.gameartisans.org/forums/showpost.php?p=179367&postcount=37)

ZoltanE
11-17-2009, 06:21 AM
Unfortunately WorldPosOffset can't use texture data and doesn't modify collision.

youkai
11-17-2009, 04:46 PM
Well, UDK has to have support for "soft body physics" while using PhysX. That would be exactly what I need. Here you can read it. (http://udk.com/features.html)

tarehart
11-22-2009, 01:21 PM
I'm thinking I'll need to use an open source game engine to get the control I need. Maybe irrlicht or something similar.