Project Stealth

Archives => Presentation Forum => Topic started by: DreadStunLock on July 23, 2011, 01:17:03 AM

Title: Real time water in UDK
Post by: DreadStunLock on July 23, 2011, 01:17:03 AM
http://www.youtube.com/watch?v=nSwASbUzt0s&feature=related

How much of a chance have I got to create something like that in UDK with an ATI card or am I fudged?

Title: Re: Real time water in UDK
Post by: Zedblade on July 23, 2011, 03:22:13 AM
http://www.youtube.com/watch?v=nSwASbUzt0s&feature=related

How much of a chance have I got to create something like that in UDK with an ATI card or am I fudged?

0 and it has nothing to do with your card.
Title: Re: Real time water in UDK
Post by: LoChang on July 23, 2011, 09:59:26 AM
Lol.
Title: Re: Real time water in UDK
Post by: DreadStunLock on July 23, 2011, 01:46:16 PM
http://www.youtube.com/watch?v=nSwASbUzt0s&feature=related

How much of a chance have I got to create something like that in UDK with an ATI card or am I fudged?

0 and it has nothing to do with your card.

So UDK can't do that?
Title: Re: Real time water in UDK
Post by: LennardF1989 on July 23, 2011, 02:12:52 PM
http://www.youtube.com/watch?v=nSwASbUzt0s&feature=related

How much of a chance have I got to create something like that in UDK with an ATI card or am I fudged?

0 and it has nothing to do with your card.

So UDK can't do that?
UE3 itself, yes. UDK, no.

If you want it badly, make a slight deposit on our bank account, say, 200k and we'll get it for you ;)
Title: Re: Real time water in UDK
Post by: DreadStunLock on July 23, 2011, 02:13:42 PM
Oh god...Source Code?
Title: Re: Real time water in UDK
Post by: Tidenburg on July 23, 2011, 10:46:51 PM
Apart from games that revolve around the concept of water (i.e hydrophobia and the like) I can't see why you'd ever waste the power to simulate water real-time in, say, a shooter. Using pre-animated is surely always the best way to go, right?
Title: Re: Real time water in UDK
Post by: DreadStunLock on July 23, 2011, 11:08:06 PM
Apart from games that revolve around the concept of water (i.e hydrophobia and the like) I can't see why you'd ever waste the power to simulate water real-time in, say, a shooter. Using pre-animated is surely always the best way to go, right?

I go for quality, as well as I want to know how to do it as well just for the sake of knowing, also it could make my work so much easier knowing this stuff, because most of the time the water will just flow where I want it to, without having to do much. I guess. I don't know how it works yet.
Title: Re: Real time water in UDK
Post by: Farley4Fan on July 23, 2011, 11:12:48 PM
Even Crysis where the water is the best I've ever seen (even better than real water!) isn't simulated real time.  If you want real time water you have to settle for some jell0-like looking water from what I've seen.
Title: Re: Real time water in UDK
Post by: DreadStunLock on July 23, 2011, 11:15:28 PM
Even Crysis where the water is the best I've ever seen (even better than real water!) isn't simulated real time.  If you want real time water you have to settle for some jell0-like looking water from what I've seen.

Doesn't matter what I have to use, I just want to be able to make it so where the water spawns, it goes everywhere real time, splashes in the right areas like in real life and etc.
Title: Re: Real time water in UDK
Post by: frvge on July 25, 2011, 10:45:34 PM
Portal 2's paint is pretty good IMO. A bit jello, but otherwise perfect for paint.
Title: Re: Real time water in UDK
Post by: nubishdubishbone on May 03, 2012, 06:12:51 PM
thats freaking amazing, i know, necro post, but srsly a little of this in a map would rock.
Title: Re: Real time water in UDK
Post by: DreadStunLock on May 03, 2012, 08:46:34 PM
thats freaking amazing, i know, necro post, but srsly a little of this in a map would rock.

This whole forum is necro. xD
Title: Re: Real time water in UDK
Post by: Pusianka on May 03, 2012, 09:52:54 PM
thats freaking amazing, i know, necro post, but srsly a little of this in a map would rock.

This whole forum is necro. xD

It means they're working so... SILENCE!