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Up and Coming
March 31, 2013

Questions about custom UDK

About the new UDK that's coming out in April...

I'm in no way shape or form a programmer, but I do know how to create levels in UDK. Will I still need to add a bit of code and have full licensing- this isn't really a problem, but It would be nice to know what the requirements are before I start working on things. Also, I'd like to know if making content now is a bad idea knowing that its a custom UDK and the other levels are incompatible. Thank you.
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    5 replies

    New Participant
    March 31, 2013
    Afaik you don't need to buy any license for udk and the rift, so hang on for an official answer from ovr
    Up and Coming
    March 31, 2013
    Well as far as I know we only need to buy the normal 99$ commercial license of the UDK to be able to deliver content for the OR. Than the 25% share after 50k $ rule applies.
    Participant
    March 31, 2013
    The way I understand it is that the udk doesn't require a license as you don't have access to the source code. The April update should contain compatibility to use the rift. This shouldn't make any difference to your levels as technically the rift is just an input device and monitor.

    The difference is building levels for standard monitors vs the rift. I've not got my rift yet but I've read things look different when using the rift compared to a monitor. For example, a doorway looks ok on a monitor, but when using the rift it looks to small. The perception of objects change.

    I'm looking forward to experimenting in udk when my rift finally arrives.

    I can't wait.
    Up and Coming
    March 31, 2013
    "VisualKnight" wrote:
    Will I still need to add a bit of code and have full licensing- this isn't really a problem, but It would be nice to know what the requirements are before I start working on things. Also, I'd like to know if making content now is a bad idea knowing that its a custom UDK and the other levels are incompatible. Thank you.


    The custom Oculus UDK should be landing within a week or so, and most likely won't need a whole lot of coding. My guess is that most basic things will be adjustable through the config system (essentially editing .ini files). UDK is a free download, no licensing required until you want to go commercial.
    Anything that you make in UDK now should be easily portable to the custom Oculus UDK. Its still UDK, just with a few things integrated behind the scenes. I am making some simple stuff to test with, so I can dive in right away when my dev kit arrives!
    Dev Relations @ AltSpaceVR - VC Funded VR Startup. Now Hiring! Co-organizer, Silicon Valley Virtual Reality (SVVR) - Monthly meetups, SVVR Expo. Contributor, Road To VR - #1 VR News Site. VR Evangelist - VR Impressions & discussions.
    Up and Coming
    April 1, 2013
    "Cymatic" wrote:
    "VisualKnight" wrote:
    Will I still need to add a bit of code and have full licensing- this isn't really a problem, but It would be nice to know what the requirements are before I start working on things. Also, I'd like to know if making content now is a bad idea knowing that its a custom UDK and the other levels are incompatible. Thank you.


    The custom Oculus UDK should be landing within a week or so, and most likely won't need a whole lot of coding. My guess is that most basic things will be adjustable through the config system (essentially editing .ini files). UDK is a free download, no licensing required until you want to go commercial.
    Anything that you make in UDK now should be easily portable to the custom Oculus UDK. Its still UDK, just with a few things integrated behind the scenes. I am making some simple stuff to test with, so I can dive in right away when my dev kit arrives!


    Thanks- this is the best answer I heard- Want to make a basic Virtuaql Lounge before I get started- make something free to download so other people have more content to work with... I'm an artist at hart.
    :D