I can’t release the original source used for this (which was written in C++), but I have a very similar implementation in C# from a different project that I’ve posted in full here: https://gist.github.com/redxdev/0ce846f5c7e1edc36e7c5148109d53af The links in this post have been updated to point to the new C# implementation. Note that each image in this post is […]
For the past week, I’ve been working on a small project. I’ve been wanting to learn how to do multiplayer in unreal engine, but every time I tried to learn it I’d get stuck on the fact that there is a lack of good examples. Well, the wonderful Tom Looman released an example project for a […]
Today I heard about Amazon releasing a game engine known as Lumberyard, which is really just an offshoot of Cryengine. The license is interesting – it gives full access to the source code for free. Unreal Engine 4 has a similar license, which allows access to the full UE4 source code. Not OSS Thing is, […]
Today I implemented the concept of “variants” in the level generator.
Today’s video is a bit more on level generation.
Haunt – Unreal Editor Just a preview of what the level generator can do at this stage, with navmesh viewing turned on. Red outlines show where the generator tried to place a module but failed due to the module colliding with existing modules.
Today’s devlog is a slightly longer video about item spawning and a bit about how Haunt’s AI works.