News
Creating drivables
Including support
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Drivables in Unreal/Unreal Tournament |
Remember Shadow Warrior? It had tanks, boats and turrets that you could control. This was great fun. However, it was far from perfect: you were limited to simple drivables (no more than about 30 sectors in a drivable, and you could not place a drivable on top of another drivable, so you could not, for example, make a tank with a separately controllable turret). HistorySome time in 1999, I was looking for vehicle support in more modern 3D engines. When I could not find any, I decided to write my own. I chose Unreal because of the editor, and because expanding the other game I might have chosen, Blood-II, seemed to require recompiling the Blood-II sources (I may be wrong about that, though).My aim was to include support for drivables, and make it better than in Shadow Warrior. Since I'm not a crack mathematician, it took me about two weeks to get
the 3D calculations right, so I could place a turret on top of something
else, etc.
The force calculation physics proved to be a bit too unknown for me, so I have postponed it, in favor of two simpler methods: orient to floor and terrainfollowing. Both of these will make a vehicle align itself to the floor.
Features
Controlling the machinegun...better be careful: in Unreal 1, the bots are accurate enough to shoot you through this little gap! Limitations
Even when Unreal gets the BSP right, it sometimes incorrectly thinks that a brush is being obscured by another brush, resulting in the brush being invisible. The brush does work correctly, though. The FutureIn the near future, I'm going to add bot support. Have already started on it.Also in the near future, I'll finish the helicopter code. Expect both of these in release 1.00. I would like to get the full physics model to work... But I'm probably not going to succeed at that without some support, so it's low priority. Eventually, I'm hoping that Epic will adopt my code and incorporate
it into the Unreal engine. I'm positive that technically, that would be
a good thing, because the engine might get some small modifications that
would make drivables work better (not that I'm knocking my own stuff, they
work pretty well). It would also mean that the skills to map drivables
in Unreal would be applicable to all Unreal Engine games to come!
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