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 Talking about jetpacks... 
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Joined: Wed Aug 22, 2012 8:41 pm
Posts: 89
Location: Italy
Post Re: Talking about jetpacks...
I see SdU as a visual thing, but yeah the terrain/water formation is up to you


Last edited by Wenz on Sun Oct 07, 2012 6:43 pm, edited 1 time in total.



Sun Oct 07, 2012 6:27 pm
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Joined: Fri Mar 02, 2012 11:57 pm
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Location: San Francisco, CA
Post Re: Talking about jetpacks...
Do know of that place, that's where a couple of my gallery images come from.

Mixing flats with dunes and oases can make for a great map. The gorge map I've been working on, will have some of those flats, but they will be found in smaller amounts(probably).

Unfortunately I don't think dynamic water is possible in UDK without a source license. Everything will have to be faked. Tides are easy to simulate, but things like whirlpools and waves would be very interesting to implement. A wave probably would be easier than a whirlpool just because a wave can sit on top of a water volume. Whirlpools could probably be done well if they didn't move.

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"Not every idea your gonna have is gonna be great, but I guarentee you every idea that doesnt work will somehow work into the idea that does." -Derek Waters

"It's a weird feeling being borderline addicted to gaming and not having anything to play that I can tolerate at the same time." -DejZant

"No longer are you justified saying that an idea in science is not true because it doesn't make sense." -Neil deGrasse Tyson

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Sun Oct 07, 2012 6:35 pm
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Joined: Sun Jun 17, 2012 12:33 am
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Post Re: Talking about jetpacks...
I have a hard time imagining something even remotely viable with such complex water behavior, especially on a multiplayer shooter, on current gen engines. When I mention functional water, I just refer to the basic behaviour I mentioned before, higher friction and lowered gravity under water, skipping along surface possible, as well as gliding, depending on your speed, and a surface tension that hurts and slows the player down when entering the water based on his speed, or whatever variation you deem the best.


Sun Oct 07, 2012 8:48 pm
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Joined: Wed Aug 22, 2012 8:41 pm
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Location: Italy
Post Re: Talking about jetpacks...
btw, i heard about an underwater stealth game called Depth and now i wonder if that kind of thing might work in your underwater map. A night version of the map may need nightvision and some underwater map design. Sounds like too much work for little gain though.

Here's a video.
http://www.youtube.com/watch?v=iKtaRhwrqI0&feature=plcp


Thu Oct 18, 2012 8:30 pm
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Joined: Fri Mar 02, 2012 11:57 pm
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Location: San Francisco, CA
Post Re: Talking about jetpacks...
That's pretty fucking cool I have to admit.

_________________
"Not every idea your gonna have is gonna be great, but I guarentee you every idea that doesnt work will somehow work into the idea that does." -Derek Waters

"It's a weird feeling being borderline addicted to gaming and not having anything to play that I can tolerate at the same time." -DejZant

"No longer are you justified saying that an idea in science is not true because it doesn't make sense." -Neil deGrasse Tyson

@Saccaed for updates and randomness...


Thu Oct 18, 2012 9:13 pm
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