I know that UDK restricts source code for user, but I would like to ask what would access to source code do that cannot be done with UDK already?
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Bioshocks water effects! Physics implementations not included with UDK, such as boats or proper jets, though this isnt limited to native and can be done in uscript it would be optimal to do it in C++.
Modifying pawn physics, say if you didnt want cylinder collision or the gravity model UDK uses.
Adding a varierty of things to the editor, implementing certain kismet functionalities or modifying any of the base engine classes such as particle effects.
In terms of "only" being able to do it in native I think you'll find a majority of that is on the renderer end and even then with custom lighting in the material editor its possible to modify the renderer a fair bit in some aspects.
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Originally posted by MonsOlympus View PostModifying pawn physics, say if you didnt want cylinder collision or the gravity model UDK uses.
And why tf does UDK still use cylinder collision?
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Originally posted by SilentKoala View PostCouldn't you do that by rewriting Pawn? ie, class MyPawn extends Actor (not extends Pawn) then copy and paste everything from Pawn removing the vars for collision and rewriting what you want? Then make your characters based on that class instead of Pawn?
And why tf does UDK still use cylinder collision?
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Originally posted by SilentKoala View PostCouldn't you do that by rewriting Pawn? ie, class MyPawn extends Actor (not extends Pawn) then copy and paste everything from Pawn removing the vars for collision and rewriting what you want? Then make your characters based on that class instead of Pawn?
And why tf does UDK still use cylinder collision?
Don't know how big the differences between per-pixel collision and cylinder collision for movement is. I bet pretty big.
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Whats the point of per pixel collision anyway? Its not like you perform many operations per pixel anyway, you just need it at the hit location relative to the poly which is actually more detailed as its not limited to pixel depth.
In raegards to pawn physics you could do it in UScript but its a hell of alot of work as people who have done it will tell you, Im willing to bet they wished they had access to the native pawn physics so they could have just adjusted it from there instead of hacking around it.
Cylinder Collision is better over the network by far, also the vehicles dont use correct collision on their wheels, they use what I think is referred to as raycast collision. This means that the turning wheels collision is based on a rigid collision mesh as if they hadnt moved from their original position.
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