UDK ships demo content from Unreal Tournament 3 consisting of four maps; deathmatch, team deathmatch, and vehicle capture the flag gametypes; one robot character; three weapons; and four vehicles. In UT Demo, human opponents, blood and gore have been removed. Levels have been enhanced to showcase recent upgrades to UE3 technology.
The UT3 editor is widely used for learning Unreal Engine technology, and now there is UDK, which will give you all of UT3’s game creation tools in addition to high-level engine features developed since the game’s release.
UT Demo is a great example and starting point for those looking to develop their own first-person shooter experience.
Here are some key features of "Unreal Development Kit":
· The Unreal Editor toolset, complete with fully integrated game editing environment.
· Unreal Gemini multithreaded rendering system, including a powerful material system for creating complex real-time shaders on the fly.
· Unreal Lightmass global illumination solver for high-quality static lighting.
· State-of-the-art physics system, Unreal PhAT, powered by NVIDIA PhysX.
· Unreal Kismet, an advanced visual scripting solution that facilitates rapid prototyping of ideas and gameplay mechanics.
· AnimSet Viewer and AnimTree Editor, which give animators precise control over every muscle and bone movement.
· Unreal Matinee, which includes movie director-class tools for creating in-game cut scenes and gorgeous cinematics.
· UnrealScript, a fully integrated, high-level object-oriented programming language.
· Built-in Internet and LAN networking support for up to 64 players.
· Audio control through UnrealEd’s Visual Sound Cue Editor, plus support for major audio compression schemes; 3D sound positioning, spatialization and attenuation; multi-channel playback, and much more.
· Unreal Cascade particle effects system for implementing explosions, fog, fire and smoke. Module-based system gives real-time previews of visual effects.
· Terrain building tool for placing and customizing vegetation, structures and countless in-game points of interest.
· Integrations with leading game development middleware including PhysX, SpeedTree, FaceFX and Bink Video.
What's New in This Release: [ read full changelog ]
RealD Integration:
· Incorporates best-of-breed stereoscopic 3D gaming technology in the Unreal Engine which allows for PC and console games to be rendered in stereo 3D
· 3D experience improved by allowing management of camera separation and 3D depth effects in real time
· Depth Budget Allocation and AutoCAM available with the RealD Game Developer Toolkit
Advanced Environment Color:
· A simplified directional environment light where the environment color depends on direction
· It is blended between 2 values: ‘environment color’ and ‘environment sun color’
· For example, the side of the sky with the sun could have a slightly warmer and brighter hue compared to the opposite side
Mobile Shader Key Tool:
· Translates mobile shader keys into a human readable form
· Shader keys specify the configuration of a particular shader that is used in the game
· The bits in these keys used to be counted ‘by hand’ which involved counting the position and looking up the source code, this is no longer necessary
· Non-default key bits are highlighted in bold
Unreal Editor:
· DrawScale is now applied correctly in editor to BSPs
· Ok to All” will now work when move/renaming several sound files in the content browser
· Problems with coverslot selection and dragging are now fixed
· Warning dialogs now launch when reimporting an asset that is older than the one currently loaded
· Fixed a crash that occurred in the AnimSet Editor when removing Material slot [0] from a skeletal mesh that has more than one slot
· Wireframe edges now render when importing a brush
Matinee:
· Matinee keyframe selection now happens on mouse release, not press
· Cameras imported into Matinee from FBX files work properly now
Mobile:
· New Scaleform HUD for Unreal Tournament maps is now used on mobile devices too
· Fixed crash if mobile emulation mode is enabled when non-mobile features are used in a map (e.g. landscape and morph targets), default material will render instead
· Mesh particle stat tracking now works properly on mobile
· Config option ShouldTrackFPSWhenNonInteractive added to allow fps charts to be generated for non-interactive scenes. False by default in Engine. True for UDKGame
Texture Paint:
· The Texture properties window will now update the texture after committing in texture paint mode
· Added an error in the Mesh Paint Window when the Undo Buffer has exceeded its maximum memory
· Textures in the window will also say how many possible Undo actions are available
· Fixed banding issues
· Fixed the slowdown during undo/redo