I have been experimenting alot with reverb volumes but then I found out how to handle sound groups. How it works: When shooting or walking two sounds are played. One for what you can hear in an pressurized environment and one for the vacuum sound. However they each have a different sound class. When de/pressurizing the player’s environment I simply use “SetAudioGroupVolume” to slowly silence the one sound group while making the other louder and vice versa. I use standard udk assets as well as modified versions of these sounds:
Not technically software, but it is an offspring of learning Unreal Engine 4. I did programm things with vehicles. Honest!
I created a custom navigation mesh pathfinding that can handle huge amounts of units almost simultaneously. This is a log of the many revisions I did.
Another exercise project: A collection of spline functions for Unity.
- In-Editor spline deformation via anchor points
- Connecting anchors with hotkeys in the editor
- A-Star pathfinding within a spline network
- Spline follower
- Rudimentary mesh derformation along splines
I did this to get an overall impession of how udk works. The controller, pawn, shaders, physics etc. The shield effect is about the same as used in my other video, except I use decals to project the impact effects.
Creating the the LEGO® parts was done in Blender. But unlike the Slizer models, this time I imported parts from MLCad and remodeld them vertex by vertex to be low poly. This still took alot of time, but was way faster than measuring and modeling everything with real parts.
Why am I not making a game?
Before I get bombarded with messages again (like after releasing my Bionicle® Machinima) no, I will _not_ make a game! Apart from this being about a year old, I worked six months on the Bionicle related stuff to learn how to use udk. The mechanics in this video barely work, are bugged to hell and the code is every maintainer’s worst nightmare. I originally planed to release it along with my machinima as kind of a “behind the scenes” sort of addition but quickly withdraw from that idea to prevent even more “make a game” messages.
I came to the conclusion that I should at least show it for I have put
many hours into this work. So, don’t try to convince me to make a game!
Here are some reasons:
1) look above: the code sucks, I did it while learning how to use the Unreal Development Kit
2) The LEGO® Group has given me permission to release my machinima, I haven’t asked them for permission to develop a game and I highly doubt they would give away their license for free.
3) I would _NOT_ work on a game for years to come to release it for free and I cannot sell it for reason 2. I simply cannot spare so much time.
4) The work you see here has taken many months and it would need a couple hundret times more to make an actual playable game with story, models, animations, meachanics, menus … and so on, it’s a long list.
5) I have been there before: I have worked on a lot of projects and free big ones always end up being canceled. I also know very well what it feels like to think your project is very easy when you come up with it at first. It never ends well, trust me.
6) I am sure I will find more reasons if you are interested.
This is a rapid prototype of a project that has been canceled. The idea is to build stations around planet’s in a solar system. Each planet has an orbit where the ships can travel within. Interplanetary transit takes up a ship’s energy which is also used to fire and can only be restored in orbits or carriers. That way one has to wait for two planets to come close to each other before attacking.
Music is from The Hamster Alliance: “Pop Song” and “The Reapers”
and textures from
Skybox is a sample from spacescape
and a lot of assets are from udk and the udk rts starterkit
This is a fan made machinima. Over the last months I have been learning how to use UDK and made this realtime cinematic. The theme is of course my favorite LEGO® series (when they were still mystical heros and not just some machines). Although I worked alot on this project I have not done everything by far. Check the credits (on youtube) to see what I took from where. Aside from animating in UDK, most work went into modeling the LEGO® parts in Blender. But unlike the Slizer models, this time I imported parts from MLCad and remodeld them vertex by vertex to be low poly. This still took alot of time, but was way faster than measuring and modeling everything with real parts.
After switching to UDK I recreated my old effect with updated graphics. Just like the old effect, you can download this one and use it. Included with the download is a txt file to explain how to use it. However, unlike the Irrlicht shield I did not spend much time to make this shield work perfectly, it is pretty much just working.