Considering that most game engines only handle things client/server you’re gonna have a heck of a time with controls even if it’s 1-on-1, two entities, bare packets and no one else. But it does have an advantage - demo recording, spectating.
I’d personally use Darkplaces because i’m a bit more knowledgable in that, it’s free’er than UDK (as in license and platform) and even that’s not perfect for fighting games.
If it does happen, I expect 94.7% of it to miss the point, consisting of new registrants finding an audience to plug their MUGEN warehouses into.
I don’t understand… How is OpenGL and platform-independent .dat QC-compiled game code not cross-platform?
Ok maybe it’s not a Windows XP/7 & Xbox360 platform target kind of cross platform, more like W9X/WNT, OS X and Linux and it did once attempt to venture into PS3/360 in 2010, but I doubt the recoded develpoment went anywhere.
There’s a DX10 and Software rendering path in it by the way
Close enough. Besides, I believe it was mike himself that said that if you had an idea, then try your best to do it and make it a reality, or something to that effect.
The UT3 Engine is defiantly capable of making a 2D fighter using 3D graphics. You’ll have code your own collision detection handling if you want 2D box collisions. You’re going to need to create content tools to create and edit those collision boxes. UT3 does have an issue with the rate at which it updates input events.
It doesn’t quite have full 60 input updates per second, but that may have been fixed now. I’m currently working with a team using Unity 3D and I can tell you that it is VERY possible to use a modern 3D engine for a 2.5D fighter, as long as your willing to put in a bit of work.