Just found this awesome list of paper textures:
http://naldzgraphics.net/freebies/200-high-quality-free-paper-textures-to-grab/
2010-12-22
2010-09-12
2010-03-30
Useful UDK Links
Finding documentation is always a big hassle when you start a project. I've already found a lot of UDK documents and videos that I found useful, but I've ofc. forgotten where they were... so I've decided to add them here (I'll keep on adding as I find/remember good links).
- Tutorials @ 3DBuzz
- UDK Forum @ Epic
- nFringe Visual Studio Plugin (a must!)
- UDK Programming @ Epic
- How to set up UDK @ the ball
- Setting up nFringe, Visual Studio and UDK @ Epic
- Tutorial: How to change the scoreboard
- UDK Tutorial : Basic HUD
- Unrealscript Language Reference
- Custom AI forum post @ Epic
- Using archetypes in Unreal Engine 3 (UDK)
- Learning Unreal Engine 3 - UE3 Editor
- Navigation Mesh Reference
- Navigation Mesh Technical Guide
- UDK Networking Tutorial
- Unreal Networking Architecture
- UI Editor User Guide @ Epic
2010-01-17
Random Cave Generation
I've been looking a bit into random level generation during the last week. In the search, I found a couple of articles that caught my attention:
The problem with algorithms like these is that they easily can become too random. To prevent this I went for a slightly different approach with a higher degree of designer control. The quest designer creates a set of nodes that define the different steps in the quest and place out areas they can spawn in. These nodes are connected based on the sequence you have to do the actions in - marked as 1 and 2 in image 1. There's also an optional boss marked as ?.
The problem with algorithms like these is that they easily can become too random. To prevent this I went for a slightly different approach with a higher degree of designer control. The quest designer creates a set of nodes that define the different steps in the quest and place out areas they can spawn in. These nodes are connected based on the sequence you have to do the actions in - marked as 1 and 2 in image 1. There's also an optional boss marked as ?.
Image 1
Before the level is generated, the template is randomly rotated and flipped to make it seem a bit more random (not done in the example). The level generator then connects the nodes depending on the environment type. This test uses an algorithm based on Fractal Accretion, but I'm planning on adding support for other algorithms that are better for buildings and structures.
Image 22010-01-15
Awesome tiles
I just found this page (Lost Garden) which has some awesome graphics available for indie projects :D
Image from the
Image from the
2010-01-08
2010-01-04
2D Game Engine Test
Had a fresh start on the engine this vacation.
Created using:
XNA
Farseer Physics
FlatRedBall
Bitmap Font Generator
(..and some debug GFX from Zelda)
Created using:
XNA
Farseer Physics
FlatRedBall
Bitmap Font Generator
(..and some debug GFX from Zelda)
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