some good places to start learning UDK. http://udn.epicgames.com/Three/VideoTutorials.html http://eat3d.com/training_videos http://www.game-developers.org/node/230
Xaklse, I've looked at your post, but I'm not sure what you're getting at with collision. You mean it's best to have simpler collision geometry? Are you saying that having too many curves on the surface will cause issues for the physics system? Could you possibly explain a bit more what you mean by that illustration?
That maybe be it, I had lot of collision meshes and Sonic stop in the middle. I'm guessing I modeled it wrong.
Thats just to clone the spline actors to create a longer spline by adding segments, correct? ( I've gotten that far at least, lol) Perhaps I wasn't clear. (sorry) What I was asking was how to join 2 separate splines that were previously created together?
Personally, what I'd want to see is some people try and port Sonic Heroes levels. I've always wanted somebody to hack Heroes to retool the entire game for just one character, but it would probably be easier just to import all that stuff to something like this. That's one of those projects I'd love to do myself but all of this UDK stuff would be way beyond me. I've never really "understood" 3D modelling or anything else associated with it, no matter how hard I've tried. I'll probably end up trying to fool around with this at some point, though.
I believe this is the closest we got. I'm sure someone could use some fucking jerryrigged system of this and some geometry ripper like 3d ripper dx to nab the level data.
Sonic Xtreme Fisheye Vertex shader tests in UDK..... ( Perhaps Project AXSX can finally make an engine change?)
YES. Not only is it good to see this project alive and kickin', GDK seems like an awesome choice as an engine