Unreal UDK questions

Browser_ICEBrowser_ICE Join Date: 2002-11-04 Member: 6944Members
<div class="IPBDescription">Unreal 3 development kit</div>Someone sent me a link about the new FREE Unreal UDK kit found <a href="http://www.udk.com/" target="_blank">http://www.udk.com/</a>

It looks interesting but I have one question, it says with it you can develop stand alone applications that people can use without owning a Unreal game license. But does it still have limitations on the maximum number of players connected (ex: 32) ?

My interest into this is not about using it for games but for other usages.

Comments

  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    edited November 2009
    I think the only limits are limits on the engine as it exists right now. It's the real deal. Even if there was, say, a 32 player max, you could rewrite it to get rid of that, which Global Agenda, for instance, has done for its hubs.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    There's no catch, I think it's to generate more indie teams and get more games out. Oh and generate a huge plume of revenue too, just read here: <a href="http://www.udk.com/licensing.html" target="_blank">http://www.udk.com/licensing.html</a>
  • DawormDaworm Join Date: 2009-06-22 Member: 67900Members
    It's the full thing un-restricted expect for the Source Code from what I understand.
    I know quite a few modelers / animators / coders quite excited... First Unity... now this? Huzzah!
  • GeminosityGeminosity :3 Join Date: 2003-09-08 Member: 20667Members
    I've seen Unity mentioned a few times and it makes me curious. What games use the Unity Engine?

    I'm interested in the UDK because the problem with UT2kx mods was that almost nobody had the game still installed :p
    I wonder if it still has the IRC hooks... I have some ideas I wouldn't mind trying out...

    That said if I just stopped being lazy and finished hooking up Perforce I could start modding Source.

    Decisions decisions :p
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    edited November 2009
    This is how it appears to me.

    UDK is basically letting you use the engine as a standalone for your game. So, many mods for UT3 are now giving out standalone versions so you don't have to own UT3 to play them. Granted, all it gives is a package of the engine and script/model tools, but that's sufficient for rapid prototyping something where you don't need to modify source engine code and just need a vehicle that looks shiny. This is very similar to the SDK from Valve, except they require the user to own the SDK Base by purchasing a Source game first.


    The Unity Engine is similar in concept, a standalone engine, but its scope is very different. For one thing, it appears you get a couple extra tools. Also, it's aimed for being able to be installed as a plugin to your browser. So, you can play these games within a browser, similar to Flash except with 3D graphics and less fail. Also, since it's a bit more lightweight, you will have to implement manually into the engine some of the shinier stuff from more modern games. There was some game in these OTF a while ago with Marines fighting like Sharks or something that uses the Unity Engine. Looked spiffy.


    If I messed up somewhere, some1 more well-versed in the industry please correct me.
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    edited November 2009
    spellman, I think you've got it pretty much right. The only thing is that with Unity... you don't add the "shiny stuff". It's a closed engine, you don't have access to the code... It's essentially a scripting platform. Though, I believe that is what Unreal's engine is too. (I haven't used Unreal, though I have used Unity and Source)...

    Gem... I'd recommend against using Source unless there are some really good reasons, or you or someone you know has a lot of experience with it. The complexity of the code is ridiculous, as is the amazing lack of any documentation. It does a lot of stuff very well, but don't think for a second that it is easy to mod.

    edit: You also asked what games use Unity... all of the ones here: <a href="http://blurst.com/" target="_blank">http://blurst.com/</a>

    It's also used very frequently for iphone games. (See "Spring Fling", "Rocket Monkey", both games by my friends :-) )
  • GeminosityGeminosity :3 Join Date: 2003-09-08 Member: 20667Members
    I wouldn't worry too much about complexity; I'm fairly good at puzzling out code. I pretty much learned HL1's code by breaking it rather than reading up on any of it :3

    Reason I'm tempted to source it up is that I wouldn't have to worry about a server for the server browser... steam handles that doesn't it? Or am I wrong? :o
    Plus with source you're changing code, problem with Unreal is that because you mod in scripts it's a lot slower. This isn't too much of a problem most of the time but it's a good thing to keep in mind. Last but not least, Source's netcode is probably easier to understand than unreals :p

    All said I do rather like that I don't need any programs to make stuff in unreal for the most part; you can pretty much mod in notepad =D
    Obviously you need stuff for modelling and whatnot but that's fine; it's setting up visual studio or whatever that's usually a total pain.
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    <!--quoteo(post=1736722:date=Nov 8 2009, 05:09 AM:name=Geminosity)--><div class='quotetop'>QUOTE (Geminosity @ Nov 8 2009, 05:09 AM) <a href="index.php?act=findpost&pid=1736722"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I wouldn't worry too much about complexity; I'm fairly good at puzzling out code. I pretty much learned HL1's code by breaking it rather than reading up on any of it :3

    Reason I'm tempted to source it up is that I wouldn't have to worry about a server for the server browser... steam handles that doesn't it? Or am I wrong? :o
    Plus with source you're changing code, problem with Unreal is that because you mod in scripts it's a lot slower. This isn't too much of a problem most of the time but it's a good thing to keep in mind. Last but not least, Source's netcode is probably easier to understand than unreals :p

    All said I do rather like that I don't need any programs to make stuff in unreal for the most part; you can pretty much mod in notepad =D
    Obviously you need stuff for modelling and whatnot but that's fine; it's setting up visual studio or whatever that's usually a total pain.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Sounds like you've already weighed the options. You've probably got a head start coming from Gold Src, as I think a lot of the architecture is similar. If you get stuck, the IRC channel is really helpful, as is messaging people that already have used the engine (like me!). Visual Studio shouldn't be that bad to set up. There's normally like a guide to getting rid of all the compiler errors, and once all that is fixed you can just go.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Plus with source you're changing code, problem with Unreal is that because you mod in scripts it's a lot slower.<!--QuoteEnd--></div><!--QuoteEEnd-->
    And yeah, that's one of the reasons I don't care too much about the Unreal UDK... But then again, scripting for game logic must not be that bad if NS2 is doing it.
    I think BioShock was made on the Unreal Engine too... though I think they probably had access to the source code (and might not have used scripting to mod it).
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1736736:date=Nov 8 2009, 11:03 AM:name=Psyke)--><div class='quotetop'>QUOTE (Psyke @ Nov 8 2009, 11:03 AM) <a href="index.php?act=findpost&pid=1736736"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sounds like you've already weighed the options. You've probably got a head start coming from Gold Src, as I think a lot of the architecture is similar. If you get stuck, the IRC channel is really helpful, as is messaging people that already have used the engine (like me!). Visual Studio shouldn't be that bad to set up. There's normally like a guide to getting rid of all the compiler errors, and once all that is fixed you can just go.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Oh noes the Visual C++ Studio!!!!


    I've also heard that it's not the documentation problem, there's plenty of experts in Source coding and it's all there. The problem is the sheer amount of code and the inability to navigate the documentation well. People have cobbled on so many different extra things that sure there is that one function/class that does all you want, but finding it can be hell and understanding it demands an archaic understanding of all that came before it. So, pretty much like every large code base, dontcha think? At least, that's my impressions looking from the outside in.

    Find a guide and you shall prevail.
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