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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/
Gears of War is the only one thats been released I think. There are a few games that use it on Xbox Live Arcade. Some new ones coming out soon are Stranglehold, Enreal Tournament 3, Brothers in Arms: Hells Highway and Medal of Honor Airborne.
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.
- 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.
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