…and it’s great how the Epic guys don’t cease to amaze me.
When the initial release of UDK came out a few months ago there were some voices saying something along the lines of “meh, just a marketing stunt to feed a few enthusiasts and create a little buzz”. But what they really delivered was a great product with a great and active community that is actually being listened to.
This post may seem just a little fanboish, but Epic really delivered a great feature that a whole bunch of people were asking to be added to the engine. The feature I’m talking about is DLLBind – and it does what it says on the box. This one allows for UDK developers to implement and add functionality inside of DLL files and call the C++ code from within UnrealScript. Clearly, this moves some barriers out of the way and opens a whole lot of new possibilities and I’m pretty sure that it’s just a matter of time until we will see some crazy stuff being added to the engine this way.
So, thank you Epic Games for providing this great stuff and keep your current direction for the UDK!
Phew, finally found some time to put up another post!
This week at Technikum Wien, we learned about network programming techniques and had the joy of meeting Cyrus Preuss and Jan Fietz, who came to Vienna to teach this challenging subject. While they’re NOT teaching, those two guys are working on Black Prophecy, which looks pretty impressive! To make the life of us students easier, they put together RakNet and OpenSteer to create EduNetGames – a framework for learning game network programming.
Apart from finding out how darn hard it is to make things move synchronised across a network, I started digging through Andre Weissflog’s Nebula3 engine, which looks pretty advanced and is written in a very clean and readable C++. It supports multicore systems, was successfully ported to all contemporary consoles (WII, PS3, XBox360) and also provides a stuff like a maya plugin. The documentation is also pretty decent and combined with blog posts and the sweet code style, it’s enough to get your head around the inner workings of Nebula3. So if you’re interested in game engine architecture – go get it, it’s free!
The first game development workshop I held on November 16 was quite successful and more important a lot of fun! The students were very motivated to learn how games are being developed and I was very positively surprised how easily they followed my Mini Mario Kart sample.
As promised earlier on this blog and also during the workshop, I finally put up my slides for everyone to have a look at. Get them here and feel free to comment and leave some suggestions 😉
Today, nVidia and Epic released a free version of the Unreal Development Kit, that allows one to use it as long as the game doesn’t create any revenue. This is very exciting for everyone who’s interested in Game Engines and also very interesting for people who want to evaluate engines before they buy one for hard cash. Another interesting thought that comes to my mind is that this may be a direct answer to other engine developers like Unity or Emergent, which provide free and academic licenses of their products.
Oh and by the way – you can get the UDK here.
I’m going to host a workshop on game for a class of high school final graders at Technikum Wien. I’ll be talking about the game development process and the roles of the various people employed in a game development team. I don’t want to get too technical, but to show some basics of game and graphics programming, I prepared a little tutorial that will be part of the workshop. You can download the source code and all resources here and you will need Processing to run it. As soon as I’m finished with preparing the workshop slides, I’ll put them up too!
Once again, the guys at Crytek put their heads together to create another piece of technological awesomeness. In its newest iteration, the engine seems to focus on console support and better content creation tools. The video that was produced to present some of the features of CryENGINE 3 shows off two things in particular that got me very interested: The first one is dynamic destruction (already loved that in Battlefield: Bad Company) and the other one is the ability to develop on a PC and have both Playstation 3 and Xbox 360 connected to see changes made in the editor getting applied in realtime on all platforms.
I think Unreal Engine 3 has definitly gotten a new rival, at least on the technical side. Will the third installment of Crytek technology finally be able to have a significant impact in the Engine / Middleware sector after the first two versions didn’t really perform well, compared to its competitors? Time will tell… Let’s hope some people will use this engine to show off its capabilities!
Progress on The Ball Game is great so far and I’m happy to announce my first blog post in our project blog. It’s about our camera behaviour, with sample source code!