Unreal Engine 3 running on iPhone - Project Sword demo

Unreal Engine 3 running on an iPhone. Stunning!

Have a walk around the citadel now, by downloading the "Epic Citadel" tech demo from here
siftbotsays...

Boosting this quality contribution up in the Hot Listing - declared quality by gwiz665.

Double-Promoting this video and sending it back into the queue for one more try; last queued Saturday, September 4th, 2010 10:29am PDT - doublepromote requested by gwiz665.

yellowcsays...

It's not an FPS, it is only FP with a fixed view you see here for combat. The controls for the FP are actually fucking fantastic, I almost died and went to heaven, so over the amateur hour on my iDevices.>> ^campionidelmondo:

Wow looks great. Of course controls are gonna be shit and ruin the game, just like any FPS on a touch screen.

arghnesssays...

And this is the problem with Android, as with Windows Mobile (pre-7). Due to no minimum specs, there are large numbers of devices that could not handle this sort of game and so nothing like it is likely to be ported for at least another year.

From the current applications I've seen, I don't think that Nexus One / Desire type platforms could support it. Galaxy S probably could, but that's currently such a small fraction of the market that it's not in the interest of the publishers or developers to spend the time porting and providing support.

On top of the fact that people with 1st gen Android devices will still attempt to use it then rate it at 1 star, when it doesn't work, as is currently the case with so many applications.

Epic hinted that they were looking at Android for Unreal Engine in December when they announced that they were working with the iPhone but I don't expect to hear much for a while.

RedSkysays...

I demoed it on my 3GS and yeah sure it looks impressive ... but it's so obvious just trying it out that touchscreen controls will never work effectively for anything other than turn based games.

Controlling in FPS mode is a massive pain and it's just blatantly clear that touch controls are never going to be responsive enough for this to be anything but a gimmick.

GeeSussFreeKsays...

>> ^arghness:

And this is the problem with Android, as with Windows Mobile (pre-7). Due to no minimum specs, there are large numbers of devices that could not handle this sort of game and so nothing like it is likely to be ported for at least another year.
From the current applications I've seen, I don't think that Nexus One / Desire type platforms could support it. Galaxy S probably could, but that's currently such a small fraction of the market that it's not in the interest of the publishers or developers to spend the time porting and providing support.
On top of the fact that people with 1st gen Android devices will still attempt to use it then rate it at 1 star, when it doesn't work, as is currently the case with so many applications.
Epic hinted that they were looking at Android for Unreal Engine in December when they announced that they were working with the iPhone but I don't expect to hear much for a while.


So what your saying is it's more like a PC and less like a console. As such, there is always give and take...the give being you can buy more and, more importantly, less phone. The analogy caries on as doing graphics on that scale is still relatively expensive in terms of hardware cost, much akin to the early days of consoles and computers. Non-standardized hardware usually means wider adoption rates enabling people to reach different platforms of performance for their need. It is the reason we don't all compute on Nintendo powered hardware, PCs won the technology arms race. Moreover, being that phones aren't really designed with gaming solely in mind, they resemble PCs, more than consoles even more so. There will always be a market for "one simple hardware configuration", but I think the market is larger for people who want tiered models.

arghnesssays...

>> ^GeeSussFreeK:

So what your saying is it's more like a PC and less like a console. As such, there is always give and take...the give being you can buy more and, more importantly, less phone. The analogy caries on as doing graphics on that scale is still relatively expensive in terms of hardware cost, much akin to the early days of consoles and computers. Non-standardized hardware usually means wider adoption rates enabling people to reach different platforms of performance for their need. It is the reason we don't all compute on Nintendo powered hardware, PCs won the technology arms race. Moreover, being that phones aren't really designed with gaming solely in mind, they resemble PCs, more than consoles even more so. There will always be a market for "one simple hardware configuration", but I think the market is larger for people who want tiered models


Right and it makes life hell for developers. Having previously developed for Symbian and WM, and recently starting with Android, I have experience with this.

In the PC market, you can assume that there will be at least a keyboard and mouse as input. On Android, you can only assume a single-touch screen. There may be a trackball, or an optical trackball (ick), but no guarantees. The people with these devices want applications that will use the input methods on their devices. Not easy to test as a developer.

Reviews regularly request multitouch despite few Android devices supporting it, especially those of HTC. Nexus One and Desire multitouch is a nightmare to try and implement, due to the semi-broken hardware. Note that even Google Maps, the poster child for Android, isn't using multi-touch correctly on Android (i.e. if you put 2 fingers on points on the map and pinch, those 2 points aren't in the same place at the end, and you can't pinch and drag at the same time either).

I haven't tried iPhone development, perhaps with the new resolution and hardware specs, it's starting to suffer from the same issues. Selecting the target market for Android is certainly difficult though unless you target the lowest common denominator, which will rarely have a "wow" factor.

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