Searching online, I see many have wanted to do this, but there are issues. The older versions of Unreal it just doesn’t work, apparently, but the later versions, I got it to mostly work by searching online, through Udemy’s Blender Character course, and trial-and-error.


Remember the Golden Age of the arcade in the 1980s? It was a PAC·MAN-eat-dot industry; any game that didn’t earn a quarter every three minutes got removed and replaced. Thus the games were built to have lights and sounds to attract the players, and then to challenge the players enough that they were likely to lose the game, and fast. Still, from time to time, a skillful player would do unusually well and achieve a spot on the high score list. We can build a game of this type. We have the technology: faster, stronger, better. And it will cost much less than six million dollars. We shall use the UNITY game engine, whose game editor and corresponding integrated development environment (IDE) runs on the PC and Macintosh. UNITY can deploy games that run on the PC and Mac as well as on Linux, in a web browser and on mobile devices.


We detail how to create new metal materials from the assets provided.


I was playing around with some game ideas and needed some hexagon-shaped tiles. Rather than find some on the web, I decided to see if I could make some. I’m a retired mathematician, so I figured that’s something I should be good at. Of course, it’s been a long time since I took Geometry in high school, so I had some remembering to do…


The author made the front-page image of Deplorable Mountaineer by placing a Blender-produced object onto a terrain generated by a heightmap. What’s special about that terrain is it’s real…it’s where my house is. Of course, it leaves out houses, roads, and so on; it’s just the heightmap that’s real. This tutorial is about getting real heightmaps from geographic data and getting them into a game engine.


This tutorial is for Unity 5.4. It probably can be made to work, with some minor changes, in other versions of Unity.