So Epic just announced that UDK is coming to web browsers and flash everywhere! This announcement is huge if you didn't already know that. The possibilities that this will open up is amazing.
I hope we can encrypt textures and models if we wish too. It's not too hard to go to Flash sites, and with some quick sampling, extract the mesh as an OBJ and textures as TGA.
Impressive. I wonder what kind of performance they can squeeze out of it.
Somewhat disappointed they went with Flash instead of pushing WebGL, but totally understandable since that would require them to publish the entire engine and all content as open source, which is a ridiculous demand. Unfortunately this does nothing to help web standards, but it's cool tech nonetheless.
I hope we can encrypt textures and models if we wish too. It's not too hard to go to Flash sites, and with some quick sampling, extract the mesh as an OBJ and textures as TGA.
I don't think that is possible. Aren't all draw calls to the graphics card raw? Isn't that how DXRipper works?
I don't think that is possible. Aren't all draw calls to the graphics card raw? Isn't that how DXRipper works?
Well 3D Ripper DX only works with Direct X 9 and below for now, and I'm pretty sure flash would be using something else since using Direct X would be windows only. There are similar tools for open GL but I wouldn't be suprised if Adobe is using their own thing.
Since flash is so widespread, I wouldn't be suprised if some sort of ripping tool pops up pretty quickly though.
Well I don't know, but there a few sites out there, which literally, require you to only bring up the properties of the page (at least in firefox), and a quick scan brings you to a file either finishing in .x, .obj, or .fbx and you can download that from their server.
Some of them try a cheap technique of hiding the extension of the file which isn't even proper encryption, hell UDK's 'cooking' of the packages is more secure then what we have on the internet currently for previewing 3D models.
All you need to do is download it, open up the file in a Hex editor, look at the beginning of the files, and truncate or copy and paste the ending of said lines to the front to change it back into the original file format.
Same with textures, most of the times they hide them as a DXT file, with only the header missing or hidden near the end...it's a fecking joke.
Simply put it like this, game packages on DVD's and your PC are resilient to modding because most times they have a proper encryption system, usually locked with the Exe of said system, problem is, most 'online' viewers are a joke in that regard since they're simply 'hiding' stuff behind a couple of lines which need replacing.
As for 'ripping tools' per say. The only to stop them currently is to create a preloader on your files which is connected to an Advert server, this stops access to almost all of your assets being ripped.
That could be a good way to go, but no artist looking for a job would include a cheap Ad infront of your Portfolio work just to stop some ripping.
I agree with the WebGL assesment. UDK though being smarter than Unity that needs its own plugin, is still behind the times.
New browsers are attempting to become plugin free relying on html 5 technology to do it all. Apple with iOS wont support flash because its a power hog, and guess whom else? Microsoft has announced it will not support flash either on its IE10 for Windows 8 mobile.
With more and more devices getting browsers and less and less using flash. Like I say, they are shooting themselves in the foot in the long term.
I agree with the WebGL assesment. UDK though being smarter than Unity that needs its own plugin, is still behind the times.
New browsers are attempting to become plugin free relying on html 5 technology to do it all. Apple with iOS wont support flash because its a power hog, and guess whom else? Microsoft has announced it will not support flash either on its IE10 for Windows 8 mobile.
With more and more devices getting browsers and less and less using flash. Like I say, they are shooting themselves in the foot in the long term.
The Unreal Engine doesn't need Flash to run on those devices.
The Unreal Engine doesn't need Flash to run on those devices.
It doesn't need it on a computer either. The point is if they are trying to make it immediately accessible in a web browser for any device without buying an app or a program. Using flash isn't the future. It's the past.
I hope we can encrypt textures and models if we wish too. It's not too hard to go to Flash sites, and with some quick sampling, extract the mesh as an OBJ and textures as TGA.
As mentioned, stuff has to be unencrypted anyway when stored on the gpu memory, where everyone can pick away. Trying to encrypt a portfolio is very much the same as trying to make the unbreakable drm for a game, if someone really wanted to get your stuff, they will.
This is pretty incredible, cannot wait to see where it goes. The only question is file size and download times... or maybe there is some way of streaming it all in from a server, Turbulenz style?
Simply put it like this, game packages on DVD's and your PC are resilient to modding because most times they have a proper encryption system, usually locked with the Exe of said system, problem is, most 'online' viewers are a joke in that regard since they're simply 'hiding' stuff behind a couple of lines which need replacing.
The phrase you are looking for is security through obscurity.
looks good, although it seems to lack any kind of screen based effects (bloom,dof,post processing of any kind etc) and I didnt really see much evidence of proper specular/reflection so its pretty much the same as what unity can do or slightly worse but its in flash and its pretty cool anyway.
I hope we can encrypt textures and models if we wish too. It's not too hard to go to Flash sites, and with some quick sampling, extract the mesh as an OBJ and textures as TGA.
I really doubt the masses would know how to do this... sure, a few people who are technologically inclined could figure it out, but its not like everyone who runs the flash game is going to rip out your work. Besides, what are they going to do with the content once they get it? Post it up here and claim it as their own? I'd imagine that the only reason someone would rip art from a game is because they're curious as to how it was made... sort of like kids who disassemble their remote controlled cars, or radios to see how it works. I don't see it as something to worry about really. Especially not weighed against the massive benefits of say, using Facebook as your new marketing platform for a demo version of your game. Its like the good old shareware days are back!
I really doubt the masses would know how to do this... sure, a few people who are technologically inclined could figure it out, but its not like everyone who runs the flash game is going to rip out your work. Besides, what are they going to do with the content once they get it? Post it up here and claim it as their own? I'd imagine that the only reason someone would rip art from a game is because they're curious as to how it was made... sort of like kids who disassemble their remote controlled cars, or radios to see how it works. I don't see it as something to worry about really. Especially not weighed against the massive benefits of say, using Facebook as your new marketing platform for a demo version of your game. Its like the good old shareware days are back!
Replies
http://kotaku.com/5846513/unreal-engine-3-now-works-in-flash-yes-the-same-flash-thats-in-your-browser-facebook/gallery/1
http://epicgames.com/community/2011/10/unreal-engine-3-support-for-adobe-flash-player-announced/
also, can't wait for websites made in udk.
Thread title disappoint
Somewhat disappointed they went with Flash instead of pushing WebGL, but totally understandable since that would require them to publish the entire engine and all content as open source, which is a ridiculous demand. Unfortunately this does nothing to help web standards, but it's cool tech nonetheless.
I don't think that is possible. Aren't all draw calls to the graphics card raw? Isn't that how DXRipper works?
Well 3D Ripper DX only works with Direct X 9 and below for now, and I'm pretty sure flash would be using something else since using Direct X would be windows only. There are similar tools for open GL but I wouldn't be suprised if Adobe is using their own thing.
Since flash is so widespread, I wouldn't be suprised if some sort of ripping tool pops up pretty quickly though.
Some of them try a cheap technique of hiding the extension of the file which isn't even proper encryption, hell UDK's 'cooking' of the packages is more secure then what we have on the internet currently for previewing 3D models.
All you need to do is download it, open up the file in a Hex editor, look at the beginning of the files, and truncate or copy and paste the ending of said lines to the front to change it back into the original file format.
Same with textures, most of the times they hide them as a DXT file, with only the header missing or hidden near the end...it's a fecking joke.
Simply put it like this, game packages on DVD's and your PC are resilient to modding because most times they have a proper encryption system, usually locked with the Exe of said system, problem is, most 'online' viewers are a joke in that regard since they're simply 'hiding' stuff behind a couple of lines which need replacing.
As for 'ripping tools' per say. The only to stop them currently is to create a preloader on your files which is connected to an Advert server, this stops access to almost all of your assets being ripped.
That could be a good way to go, but no artist looking for a job would include a cheap Ad infront of your Portfolio work just to stop some ripping.
this is awesome but bad news in a way >.<
New browsers are attempting to become plugin free relying on html 5 technology to do it all. Apple with iOS wont support flash because its a power hog, and guess whom else? Microsoft has announced it will not support flash either on its IE10 for Windows 8 mobile.
With more and more devices getting browsers and less and less using flash. Like I say, they are shooting themselves in the foot in the long term.
The Unreal Engine doesn't need Flash to run on those devices.
It doesn't need it on a computer either. The point is if they are trying to make it immediately accessible in a web browser for any device without buying an app or a program. Using flash isn't the future. It's the past.
Hah, truly, I entering this thread in hopes I could launch unreal with one more click :P
As mentioned, stuff has to be unencrypted anyway when stored on the gpu memory, where everyone can pick away. Trying to encrypt a portfolio is very much the same as trying to make the unbreakable drm for a game, if someone really wanted to get your stuff, they will.
Unity does feature flash exportation, before udk.
The phrase you are looking for is security through obscurity.
Can't wait to see all the malware people embed in it.
I really doubt the masses would know how to do this... sure, a few people who are technologically inclined could figure it out, but its not like everyone who runs the flash game is going to rip out your work. Besides, what are they going to do with the content once they get it? Post it up here and claim it as their own? I'd imagine that the only reason someone would rip art from a game is because they're curious as to how it was made... sort of like kids who disassemble their remote controlled cars, or radios to see how it works. I don't see it as something to worry about really. Especially not weighed against the massive benefits of say, using Facebook as your new marketing platform for a demo version of your game. Its like the good old shareware days are back!
This shit for one: http://www.polycount.com/forum/showthread.php?t=88041
But do we let a relatively low number of shits ruin it for everyone else / stifle innovation and tech?
I think the better course of action is to attack the culture at DeviantArt that allows those people to thrive on the attention they get.
Mozilla and Unreal Engine 4 Running in Firefox?
https://blog.mozilla.org/blog/2014/03/12/mozilla-and-epic-preview-unreal-engine-4-running-in-firefox/