Quake 3 physics in Unreal Engine (Video)


(Zenity) #1

Since I want to go with UE4 for my next project, but really love the feel of Quake style engines and want to replicate it in my game, I ported a few movement behaviours. The result is pretty sweet IMO:

(Keep in mind this is just the ShooterGame demo from UE4 with modified movement)

In any case this is proof that Quake style movement in Unreal Engine is entirely possible, although I doubt that you’ll see this in any mainstream games. But that’s what indie games are for, right? :slight_smile:

Let me know what you think! And if you are interested in this project, I’d be happy to keep you updated of course. For now, let’s just say it should appeal to the purists among you.


(Nail) #2

that’s UE4 very different from UE3 that DB is built on


(Zenity) #3

You could do the same thing easily in UE3, especially with source code access (which teams like Splash Damage definitely have). Nothing fundamental has changed about the movement code.

The great thing about UE4 is that everybody has source code access without restrictions, so indie devs can go wild with this.

Here’s a video without the bots, that should be a bit clearer:


(B_Montiel) #4

Interesting stuff :slight_smile:
Could you do a comparative video between classic bunnyhoping and strafe jumps ? I barely noticed the speed differences between the two methods.


(benignMaster) #5

Quake movement is by far the best. Defrag in quake and trick jumping in ET are full game modes in themselves. Dirty bomb movement is nice and you can do some cute tricks, but it’s extremely limited when you compare the two.


(Zenity) #6

[quote=“B.Montiel;24871”]Interesting stuff :slight_smile:
Could you do a comparative video between classic bunnyhoping and strafe jumps ? I barely noticed the speed differences between the two methods.[/quote]

You’ll have to be a bit more specific, since people tend to use the terms “bunnyhopping” and “strafe jumping” synonymously. :slight_smile: