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Quake physics in Unreal Engine



#3 User is offline   tintir Icon

  • Account: tintir
  • Main tag: MsT*|
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Posted 03 June 2015 - 07:45 PM

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.



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#7 User is offline   Kennithh Icon

  • Account: kennithh
  • Joined: 26-July 15
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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?

This post has been edited by Kennithh: 26 July 2015 - 07:46 PM



#9 User is offline   bluewormx Icon

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Posted 26 July 2015 - 10:16 PM

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?


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