• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Unreal 3.0 and RO:2

RoboBlitz is out and uses it. Can be bought through Steam, comes with editor.

It is an older build and dumbed-down for the RB game.
There is some large threads on the BeyondUnreal Forums regarding UE3 mapping with RBEd.
For anyone interested in UE3 it does give you an inexpensive way to get your feet wet with the engine, as a lot of it is the working code.
IIRC RB shipped before the multi-thread renderer came into codedrop.


... I don't think bullet ballistics makes a big bandwidth problem ... All the client needs to send is direction and gun type.
The server takes ...

One thing I really wanted to mention that got overlooked ... Specifically, High Dynamic Range (HDR) lighting.

- Playing LAN games can increase the capabilities for destructable environment. The issue with internet play is that the replication blocks for most actors can get quite large as more information than is usually required is passed over the network. This comes down to rethinking the code that is in the engine and the destroyable object scripts, so that only minimal required data is replicated between server-clients.

IMHO having destructable objects that leave no trace of debris behind but simply go poof with a mesh-emitter fizzle is as unrealistic as having a non-destructable environment. :)

- Simply having proper lightmapping capabilities on SMeshes with UE3 IMHO is a big step up in realism, even if HDR is not a consideration.
 
Upvote 0