Launch UDK Game Without Cooking


In my professional work, I’ve gotten used to all the freedom that comes from having access to Unreal source code. Meanwhile, at home, I’ve been using the UDK and have been extremely frustrated by how much my development speed drops because I don’t have access to my usual workplace tools.

The biggest slowdown culprit has been the Unreal Frontend. Ostensibly a tool to give you easy access to every step of the Unreal workflow, it can slow development to a crawl because it forces you to cook data every time you update your script. It does this by hardcoding the “-seekfreeloading” flag when it launches UDK.exe. With this flag enabled, UDK.exe will only load seek-free packages which only get updated when cooked. Considering that cooking can take minutes depending on your machine and any script you edit needs to be cooked if you want to see its effect in-game, the “-seekfreeloading” flag can slow the typical edit->compile->run cycle to a crawl.
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#Glass Development Tweet Log

During the development of my game Michelangelo, code-named Glass, I used Twitter as a sort of lightweight development diary.  It was a fun little exercise that encouraged me to reflect on my development process as I was making the game.  It also got me into contact with people who knew more about PhoneGap than I did which proved to be really helpful during development.

So, for the curious, here’s a descending chronological list of Tweets I made while developing Michelangelo:
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What is #Glass?

Anyone who’s been following my Twitter account (@nobunagaota) will have seen me posting a regular stream of obscure and hopelessly geeky tweets tagged #glass.  For my latest project, I decided to use Twitter to log my thoughts during development.  Those tweets are posts regarding my current project: a mobile puzzle game called Michelangelo written in HTML5.
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