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Quake physics in Unreal Engine
#1
Posted 03 June 2015 - 06:04 PM
Heya,
I don't know if UrT HD has already implemented/showcased strafe jumping etc, but I could imagine that some of you may be a bit nervous as to whether Unreal Engine is even capable of ever "feeling" exactly like a Quake engine game. If so, you may be interested in this.
I have been experimenting with porting various Quake movement behaviours to Unreal, and the result is super fun:
(best watched at 60 FPS)
Surprisingly, the mechanics which make Quake feel so unique are in fact really simple. If anything, Quake physics are far more straight forward than standard Unreal physics for example, and porting them over is not difficult at all.
In the demo shown in the video I have Quake 3 style strafe/circle jumping, Quake 2 style additive jumps (double jumps, ramp jumps, etc) and some air control similar to QuakeWorld / CPMA. I also added wall jumps, which together with additive jumps create a kind of "wall boost".
I did this for a project I'm working on, but I'd be happy to help out of course in case the dev team has any questions (though my guess is that they got this covered). I'd love to see more Unreal Engine games with good movement. :)
I don't know if UrT HD has already implemented/showcased strafe jumping etc, but I could imagine that some of you may be a bit nervous as to whether Unreal Engine is even capable of ever "feeling" exactly like a Quake engine game. If so, you may be interested in this.
I have been experimenting with porting various Quake movement behaviours to Unreal, and the result is super fun:
(best watched at 60 FPS)
Surprisingly, the mechanics which make Quake feel so unique are in fact really simple. If anything, Quake physics are far more straight forward than standard Unreal physics for example, and porting them over is not difficult at all.
In the demo shown in the video I have Quake 3 style strafe/circle jumping, Quake 2 style additive jumps (double jumps, ramp jumps, etc) and some air control similar to QuakeWorld / CPMA. I also added wall jumps, which together with additive jumps create a kind of "wall boost".
I did this for a project I'm working on, but I'd be happy to help out of course in case the dev team has any questions (though my guess is that they got this covered). I'd love to see more Unreal Engine games with good movement. :)
#2
Posted 03 June 2015 - 07:39 PM
Hay Zenity cool stuff and yes Barbie has implemented a fair amount of the physics that is 4.2. The hard part is matching speed and dynamics but as someone who can't jump I found it way easier just to do a simple wall jump. Can't really demonstrate it at the moment as most of the assets are still in proxy mode and is mixed in with some of the shooter samples, which only adds confusion, so we do appreciate you taking the time to demonstrate your result in away that we can't ;)
We have also "just" started playing with physics materials so icy and jump maps should be really slick (pun intended) :D
We have also "just" started playing with physics materials so icy and jump maps should be really slick (pun intended) :D
doing "stuff" with dead things.
#4
Posted 03 June 2015 - 08:25 PM
tintir, on 03 June 2015 - 07:45 PM, said:
Very nice. This makes me wonder how far Barbatos has gotten since his last video.
IMO I think the community should work together with FS on making the game.
IMO I think the community should work together with FS on making the game.
As a matter of fact FS has “ALWAYS†worked with the community in the development of this game called Urban Terror but unfortunately 99% are idea men and the other 1% are those that can actually do something. FS is not just a bunch of guys sitting around the table figuring out ways to screw things up. ;)
doing "stuff" with dead things.
#5
Posted 03 June 2015 - 09:24 PM
Hey impressive stuff you got there!
I must agree that porting Quake physics is way "easier" than I first thought. When I was learning UE4 I started tweaking its own physics but they are so much different than Quake ones that I decided to start over and do everything from scratch. It's really beginning to feel like Quake/Urban Terror and I really can't wait to show you what I've been up to! I'll try doing a video and a blog post this month.
@zenity I'd love to have a talk with you about your project!
I must agree that porting Quake physics is way "easier" than I first thought. When I was learning UE4 I started tweaking its own physics but they are so much different than Quake ones that I decided to start over and do everything from scratch. It's really beginning to feel like Quake/Urban Terror and I really can't wait to show you what I've been up to! I'll try doing a video and a blog post this month.
@zenity I'd love to have a talk with you about your project!
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#7
Posted 26 July 2015 - 07:42 PM
I'm sorry to post this here but I was wondering if you use the q3 code and adjusted it for ue4? Or would like to share some info on this.
Me and some other guys are making a game based on Soldier of Fortune II - Double Helix.
We really would like to make the same game, just another name with new features like ironsight for example, on unreal engine 4 with new models etc.
And the main feature we lack is the physics.
Think it's possible to replicate it 100% in ue4?
Me and some other guys are making a game based on Soldier of Fortune II - Double Helix.
We really would like to make the same game, just another name with new features like ironsight for example, on unreal engine 4 with new models etc.
And the main feature we lack is the physics.
Think it's possible to replicate it 100% in ue4?
This post has been edited by Kennithh: 26 July 2015 - 07:46 PM
#8
Posted 26 July 2015 - 08:47 PM
Kennithh, on 26 July 2015 - 07:42 PM, said:
I'm sorry to post this here but I was wondering if you use the q3 code and adjusted it for ue4? Or would like to share some info on this.
Me and some other guys are making a game based on Soldier of Fortune II - Double Helix.
We really would like to make the same game, just another name with new features like ironsight for example, on unreal engine 4 with new models etc.
And the main feature we lack is the physics.
Think it's possible to replicate it 100% in ue4?
Me and some other guys are making a game based on Soldier of Fortune II - Double Helix.
We really would like to make the same game, just another name with new features like ironsight for example, on unreal engine 4 with new models etc.
And the main feature we lack is the physics.
Think it's possible to replicate it 100% in ue4?
Yes, it's possible. :) You can essentially take the Q3 code literally and just plug it into CalcVelocity (custom CharacterMovementComponent), but to make it play nicely with networking and other UE4 systems it is better to integrate it properly using the methods and paradigms UE4 uses for its movement code. Of course this requires some good understanding of both the Q3 and UE4 movement systems (as well as networking) so it's not trivial, but very doable.
Maybe one day I'll have time to create a tutorial / starter pack for people who want to port an idTech engine game to Unreal. There are also people working on Blueprint solutions which they can offer on the Unreal marketplace, but I am a bit suspicious of those to be honest... you may run into issues since they can't hook as well into the existing movement systems as C++ code can. For single player games at least that should be good enough though.
#10
Posted 27 July 2015 - 12:15 AM
bluewormx, on 26 July 2015 - 10:16 PM, said:
Zenity: You mentioning networking and q3 physics, begs the question have you ported the q3 physics incuding its quirks and relationship with network packets/fps and velocity/acceleration etc...? The whole 125fps thing?
No, that doesn't really change the feel of the game, it's just a rounding issue resulting in slightly higher jumps. :) Urban Terror already gets rid of this by running physics at a fixed 125 FPS, but a better fix is not to have the rounding issue in the first place which is the case with Unreal Engine. We did tweak jump height properties a little bit to make up for the discrepancy though.
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