Stop using the if() node

I admit, that title is a bit misleading. Too many time I see people using the “if()” node in UDK/UE4 for some specific use case while there are other way to avoid the if() node and therefore its cost. (All my tests and comparisons were made with the UE4 4.12.3 and an NVIDIA GPU.) The cost Branching on modern hardware has less impact that a few years ago, but if it can be avoided by some simple math it’s oftenRead more

EXIL Dev-blog 9 : Going to the Unreal Engine 4

A bit of time passed since my last dev-blog post (I feel like I’m coming back from the graveyard, my last dev-blog was one year ago). It’s not that I didn’t wanted to give more updates, unfortunately my school became very overwhelming, same case for some other projects. I still kept working on Exil here and there, but often not very focused. Most of the time it was for minor features. Those following me on Twitter had the chance toRead more

EXIL Dev-blog 8 : Logo and a skeleton

Dev-blog of April, it will be short unfortunately (next month will probably be a small update too), mostly because of the FBX bug I meet these last days. It slowed down a lot my “production”. If you want more details on this bug, I wrote a detailed post about it here. I also spend a bit of time on updating my Maya scripts (mostly my retopolgy tools) because they really needed it. Skeleton I worked on an other part ofRead more

*UPDATED* | FBX exporter for UDK (Maya to Blender fix)

**UPDATE** This post was updated the 15 August 2013. When UDK imports any FBX it tries to find any smoothing group. With Maya there is no smoothing groups but the FBX exporter is in charge to make them. Smoothing group while defined by faces in any softwares supporting this system are stored per vertex from what I know. In Maya there is multiple ways to manipulate normals, the most commons are : -Set to Face/Average normals or -Harden/Soften edge normalsRead more

[code] Custom gravity on props (kActor)

Some people ask me often how I released this effect : I use a inherited class from kActors to achieve this. Then inside a custom tick you simply push a props with a gravity effect. That’s why in the video when I grab a barrel with the gravity gun, the barrel is shifted. This code is old, something like 2 years old, and I never updated it after I posted the video above. Still, it might interest some guys outRead more

EXIL Dev-blog 7 : Ghost, Camera and Beam jump

Here we go, dev-blog of March ! What’s new since February ? 🙂 Game introduction : the ghost I’m starting to have a lot of gameplay features and a time will come when I will have to make an introduction inside the game. I have a little plan in my head and a part of it is already done. I will not say yet what is inside, I prefer to keep the surprise. However, what I can say is thatRead more

EXIL Dev-Blog 6 : Cleaning, Beams and post-process

A new month means an new dev-blog. So what is new since January ? 🙂 (A lot of chat and not many images this time, sorry.) Behind the scene A spend a bit of time cleaning and rewriting some code of the core gameplay. Mainly rewriting properly the climbing detection functions. There is still some errors that I have to fix but now my code is more modular than before, so it’s easier to manage and fix any possible problems.Read more

EXIL Dev-Blog 5 : Lena, tattoos and Colossus climbing

Six month already passed since the previous blog-post, it’s time to talk again a bit about EXIl. The major change since the previous blog-post is the addition of a true character. I finally did a clean version of Lena and added it in the game. Some progress in the code were already made for the Colossus climbing system… Colossus I started the coding for the Colossus climbing system some months ago. After some search and regarding the UDK limitations IRead more

EXIL Dev-blog 4 : Roll, Jump and Menu

I’m still working on my game for the moment. After fixing a lot a bugs/strange behaviors in the player movements (not everything is clean, but it’s better) I’m testing some new thing for making a Menu. Roll and Jump The player can now do a proper roll on the ground, with a check to prevent to fall in the void or hitting a wall. Of course, during this roll your hitbox is reduced which allow you to pass some obstacles.Read more

[code] Add feedback (Rumble) to your xBox controller

So, I just found how to enable the force feedback on an xbox controller. I’m surprised that by default it’s not enabled with the UDK. The solution works in 2 times : your config file and the call of the rumble function. The config file : DefaultGame.ini If you don’t have yet a section called [Engine.PlayerController] inside your DefaultGame.ini file you should add it. I found the solution on the official gearbox forum were somebody asked how to disable theRead more

[code] Batch file to backup your UDK data

Here is a little batch file that I use to make a copy of my current work with the UDK. Nothing special but i’m sure that some people would find this usefull. This script copy your data in two different place (driveone and drivetwo variable) by making a new folder with the current date and time on the system. I have myself two versions of this batch, one for saving only the source code and the second one for savingRead more

EXIL Dev-Blog 3 : Movable ledges and specific AO maps

Part 3, yeah ! Movable ledges I have finally managed how to stuck the player while he is climbing a ledge to move them together. It took me a while to figure out how to solve a teleport problem when I was trying to climb this movable ledge. Simply, what my system do is : 1-Check for a ledge 2-Ledge found then Trace (raytrace) the wall behind to get his rotation (I don’t trust the ledge which could have aRead more