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Re: UDK?
[Re: dracula]
#301863
12/14/09 20:22
12/14/09 20:22
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Joined: Oct 2007
Posts: 5,211 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
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Does it work with Win 7 ? Yes Does it produce standalone executables ? Yes Do the games have the 'Made with Unreal' logo at the start ? yes. actually you'd prabably be proud to.
why not go check their page and ask every damn question here?
Last edited by Quadraxas; 12/14/09 20:22.
3333333333
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Re: UDK?
[Re: Quad]
#301907
12/15/09 08:20
12/15/09 08:20
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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You can check their demos on every OS you would like to.
Actually it is a very stable technology and fast. The reason is, they are using some proven approaches like pre-rendering light maps from lots of static lights (like WED, Source engine and others). But they also add additional information like some light vectors to illuminate materials very real. This combination of lightmaps, shaders and light direction information makes it fast and good-looking at the same time.
In each indie engine you have to fake it. You can also render a lightmap in second uv-set and overlay it over the tiled textures. But then you have to add shaders and dynamic lights to illuminate shaders. But this approach will look worse and will render slower. You cannot use the same amount of dynamic lights, but you can use tons of static ones for a lightmap. And because of that the lighting direction will be wrong in most cases. Besides that the usage of many dynamic lights in a forward renderer will slow down rendering.
Currently the trend is: If they render every lighting in real-time, then they use deferred rendering. This is not very fast with a single light source, but it is much faster when you use tons of lights and shaders (CryEngine, Torque3D). The other direction is what UDK and Source are doing: combine static lighting with additional normal mapping and lighting information.
Both solutions make lots of sense.
Models, Textures and Games from Dexsoft
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Re: UDK?
[Re: ratchet]
#309322
02/08/10 16:47
02/08/10 16:47
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Joined: Feb 2010
Posts: 1
Airborn
Guest
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Guest
Joined: Feb 2010
Posts: 1
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just found this thread and wanted to contribute But it's just very good 3D art and UT3 engine allowing good lightening/lightmaps and big levels ! well thanks but airborn so far has neither big levels nor lightmaps generated in ut3, so the art will look the same in pretty much every environment as long as it support custom shaders to import our lightmaps that have been generated in maya  Now with the udk version we will start switching from premade lightmaps to the one udk generates with lightmass but this will take some time.
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