Unreal Engine Technology
The
Unreal Engine is one of the most popular
game engines for
action games. First illustrated in the 1998
first-person shooter game Unreal, it has been the basis of many such games since, including
Unreal Tournament and
Tom Clancy's Rainbow Six 3: Raven Shield. It is developed by
Epic Games.
The
Unreal Engine is quite different from most other game engines, in that it isn't a stricktly defined
API, yet licensees simply get the source code of a complete game, which they can in turn transform into their own game. This has the advantage that your are able to have your game fully working really quickly, but has the disadvantage that the more your game differs from a conventional first person shooter, the harder it will be to implement, and often workarounds have to be made for things that were assumed by
Epic, but don't apply to your game.
The Unreal Engine Technology includes support for a
scripting language called
UnrealScript, which can be used to quickly modify many aspects of the game without having to delve into the
C++ internals.
The Unreal Engine is modular. Epic rewrites different parts of it, but it is still the same engine. As such, there are no concrete versions, only numbered "builds" which may or may not contain certain features. Licensees eventually stop merging builds from Epic, but often continue incrementing the build number on their own (instead of the specific "Licensee Version" number), so occasionally disparities arise, as you'll see with
Unreal Tournament 2003. Also, with the exception of
America's Army, Epic's release of a game marks the first game of that generation engine. AA was the first licensee product to ship before Epic's product of that generation engine.
Many other software companies have licensed the Unreal engine in order to speed up development of their own titles. These include
Star Trek: Deep Space Nine: The Fallen and
Ion Storm Inc.'s
Deus Ex. Newer versions of the engine are being used for
PC games such as
Running With Scissors, Inc.'s
Postal²,
3D Realms'
Duke Nukem Forever, the
U.S. Army's
America's Army, and Ion Storm's
Deus Ex: Invisible War [
1].
Versions of the Unreal engine are available for
IBM PC (
Microsoft Windows,
GNU/Linux),
Apple Macintosh (
Mac OS,
Mac OS X) and many other Consoles.
Here a comprehensive list of published video games utilising the Unreal engine [
2].
Unreal Engine 1.0
 |
The Unreal engine was initially developed for the Unreal game. It featured large maps and a wide color palette in contrast to competing 3D game engines. |
Builds 1-226: The original Unreal engine was publicly started with the release of
Unreal, although licensees like
Legend Entertainment and
MicroProse had possessed the technology much earlier. 226f was the final patch to
Unreal.
Rendering technologies:
*
3DFX Glide,
S3 Metal,
PowerVR SGL,
Direct3D 5 and 6, and
OpenGL,
Software Renderer support
* 32-bit fully colored dynamic lighting with softly and animated
* Extensible BSP/PVS and portal technology
* 32-bit colored 512x512 size texture support
* Dynamic range scaled detail textures
* Procedurally animated textures
* Multiple channels of vertex animation support
* Emboss bump mapping
* Multi-texturing
* Light bloom
* Fog volume
* Volumetric lighting
* Particles effects system
* Multi-skybox system
Other features:
* Fully digital audio based module sound system
* Digital music, MP3, CD Audio, module music, s3m, etc support
* Doppler shift
* A3D support
* Software 3D sound
* Surround sound
* Real-time recording of in-engine footage as replayable 'demo' files
* GUI editor
Released projects
Dr. Brain's Thinking Games: Action/Reaction â€" (1999)
Knowledge AdventureStar Trek: The Next Generation: Klingon Honor Guard â€" (1998)
MicroProseTNN Outdoors Pro Hunter â€" (1998)
DreamForge IntertainmentUnreal (uses build 220-226) â€" (1998)
Epic Games*
Unreal Mission Pack 1: Return to Na Pali (uses build 224-226) â€" (1999)
Legend EntertainmentVirtual Reality Notre Dame â€" (1999)
NASA* Many other unknown projects
Unreal Engine 1.5
Builds 300-436: The enhanced version of the original builds. The codebase was forked and the version number jumped to 300 and incremented from there until version 436. The core code was completely re-written. eventually to integrate
UnrealEd 2. Additionally, the
PS2 and
Dreamcast versions of this engine debuted in this timeframe.
Rendering technologies:
* Enhancing and optimizing
Direct3D 6 and 7,
OpenGL 0.9x support with hardware T&L support
* Major enhancements were to the rendering engine speed
* Decal support
*
Skeletal animation support
*
S3TC texture compression
* High resolution texture size(1024x1024) support
* Environment mapping support
* Improving skybox system
* Extensible particles system
Other features:
* Network code vast improving
* Fully support on A3D, EAX, DS3D
* Enhancing A.I. algorithm
Released projects
Adventure Pinball: Forgotten Island â€" (2001)
Digital ExtremesClive Barker's Undying â€" (2001)
Dreamworks InteractiveDeus Ex â€" (2000)
Ion StormDeus Ex: The Conspiracy â€" (2002)
Ion StormDisney's Brother Bear â€" (2003)
KnowWonder Digital MediaworksHarry Potter and the Chamber of Secrets â€" (2002)
KnowWonder Digital MediaworksHarry Potter and the Sorcerer's Stone â€" (2001)
KnowWonder Digital MediaworksMobile Forces â€" (2002)
Rage SoftwareNerf Arena Blast â€" (1999)
Visionary Media, Inc.New Legends â€" (2002)
Infinite MachineRune â€" (2000)
Human Head Studios*
Rune: Halls of Valhalla â€" (2001)
Human Head StudiosStar Trek: Deep Space Nine: The Fallen â€" (2000)
The CollectiveTactical Ops: Assault on Terror â€" (2002)
Kamehan StudiosThe Wheel of Time â€" (1999)
Legend EntertainmentTwin Caliber â€" (2003)
Rage SoftwareUnreal Tournament (uses build 400-436) â€" (1999)
Epic GamesX-COM: Enforcer â€" (2001)
MicroProse* Many other games projects and non-gaming projects including construction simulation and design, training simulation, driving simulation, virtual reality shopping malls, movie storyboards, continuity, pre-visual, etc.)
Unreal Engine 2.0
 |
Unreal Tournament 2003 uses the second generation of Unreal engine, a large improvement in visual quality and ease of development over the previous engines. |
Builds 500-2227: The builds of the second generation Unreal engine started at 500, licensees first saw them after 600, and they were publicly available as build 927 with the release of
America's Army. When Epic took over finishing
UT2003, build numbers jumped to 2000+. this generation 100% re-written core code and rendering engine. new
UnrealEd 3 intergrated. many other engine elements vast improving.
Rendering technologies:
*
Direct3D 8 and OpenGL 1.x support
* Hardware shader support for
vertex shader and
pixel shader* Improved
texture compression* Environment mapped
bump mapping and
cube mapping* Weighted
skeletal animation* Smooth-skinned geometry(
skinning animation)
*
Facial animation support (including
lip syncing)
* Large scale terrain support
* Seamless mixing of indoor BSP meshes, static meshes, dynamic meshes, and terrain meshes
* High resolution(2048x2048) texture support
* Include MathEngine's "Karma" physics engine (licensed separately)
Other features:
* New designed network engine
* Particles system wizard toolset
* UnrealMatinee cutscene toolset
* improving GUI editor
* New designed A.I. system
* Enhancing Real-time recording of in-engine footage as replayable 'demo' files
* Includes support for processing those demo files into DivX movies (The DivX integration code is freely available to licensees, but use of the DivX libraries must be licensed separately)
The engine is sometimes incorrectly called "UT2003 engine", "U2 engine", "UT2 engine", or similar. Licensees sometimes refer to it as "Unreal Warfare", though the original origins of the term "Unreal Warfare" are both vague and confusing. At one point, "Unreal Warfare" was a code name for a project Epic was working on - whether this project was a game or a build of the engine itself is still unclear. Theories vary: some think that this was merely the codename for the Onslaught gametype implemented in
UT2004, while others believe it's the original code name for
Gears of War. On a related note, Epic is adding a gametype to
UT2007 that has been referred to as both "Unreal Warfare" and "Conquest," though Epic representatives have been quick to note that the final gametype name is not set in stone.
The engine itself is named Unreal Engine N for Nth-generation Unreal engine.
Announced projects
San Guo Online â€"
Wayi Brothers in Arms (PSP version) â€"
Ubisoft* Many other unknown game projects(in particular chinese MMO games and casual games)
Released projects
Advent Rising â€" (2005)
GlyphX Inc.America's Army v1.0 ~ v2.3 â€" (2002)
U.S. Army (The MOVES Institute)
America's Army: Rise of Soldier (
Xbox and
PS2) â€" (2005)
Secret LevelBrothers In Arms: Earned in Blood â€" (2005)
Gearbox SoftwareBrothers In Arms: Road to Hill 30 â€" (2005)
Gearbox SoftwareCombat: Task Force 121 â€" (2005)
Direct Action GamesDead Man's Hand â€" (2004)
Human Head StudiosDesert Thunder â€" (2003)
Brainbox GamesDeus Ex: Invisible War â€" (2003)
Ion StormDevastation â€" (2003)
Digitalo StudiosExteel â€" (2005)
NC SoftHarry Potter and the Prisoner of Azkaban â€" (2004)
KnowWonder Digital MediaworksJinyong Online 2.0 â€" (2005) Soft-World
*Land of the Dead: Road to Fiddler's Green â€" (2005) Brainbox Games
*Lineage II â€" (2003) NC Soft
*Magic: The Gathering Battlegrounds â€" (2003) Atari
*Magna Carta Portable (PSP version) â€" Softmax
*Magna Carta: Tears of Blood â€" (2005) Softmax
*Marine Heavy Gunner: Vietnam â€" (2004) Brainbox Games
*Men of Valor â€" (2004) 2015, Inc.
*Postal² â€" (2003) Running With Scissors, Inc.
**Postal²: Share the Pain â€" (2003) Running With Scissors, Inc.
**Postal²: Apocalypse Weekend â€" (2005) Running With Scissors, Inc.
*Sephiroth â€" Imazic Entertainment
*Shadow Ops: Red Mercury â€" (2004) Zombie
*Star Wars: Republic Commando â€" (2005) LucasArts
*SWAT 4 â€" (2005) Irrational Games
*Thief: Deadly Shadows â€" (2004) Ion Storm
*Tom Clancy's Ghost Recon 2 (GameCube Version, PS2 Version) â€" (2005) Ubisoft
*Tom Clancy's Rainbow Six 3 (GameCube version, PS2 Version, Xbox version) â€" (2003) Ubisoft
*Tom Clancy's Rainbow Six 3: Black Arrow (Xbox only) â€" (2004) Ubisoft
*Tom Clancy's Rainbow Six 3: Raven Shield â€" (2003) Ubisoft
**Tom Clancy's Rainbow Six 3: Athena Sword â€" (2004) Ubisoft
**Tom Clancy's Rainbow Six 3: Iron Wrath â€" (2005) Ubisoft
*Tom Clancy's Splinter Cell â€" (2003) Ubisoft
*Tom Clancy's Splinter Cell: Essentials â€" (2006) Ubisoft
*Tom Clancy's Splinter Cell: Pandora Tomorrow â€" (2004) Ubisoft
*Unreal Engine 2 Runtime Edition (uses build 2226-2227) â€" (2003) Epic Games
*Unreal II: The Awakening (uses build 829-2001) â€" (2003) Legend Entertainment
**Unreal II
EXpanded MultiPlayer (XMP)(uses build 2226) â€" (2003) Legend Entertainment
*Unreal Tournament 2003 (uses build 2107-2225) â€" (2002) Digital Extremes
*Unreal Championship (uses build 927-1018) â€" (2002) Digital Extremes
*World War II Combat: Iwo Jima â€" Direct Action Games
*World War II Combat: Road to Berlin â€" (2006) Direct Action Games
*XIII'' â€" (2003)
Ubisoft* Many other unknown game projects(in particular chinese MMO games and casual games)
Unreal Engine 2 Runtime Edition
Unreal Engine 2 Runtime Edition used in many non-gaming projects including construction simulation and design, training simulation, driving simulation, virtual reality shopping malls, movie storyboards, continuity, pre-visual, etc.
|
Unreal Engine GeForce FX Technology Demo, A very highly detailed scene with bump maps, rich textures, and dynamic lighting: the flexibility of the GeForce FX shading allows for elaborate lighting calculations resulting in the soft self shadowing in the folds of statue's cloak and the subtle shadows in the corner of the room. |
Unreal Engine 2.5
Builds 2500-3369: Enhanced version of Unreal Engine 2 with an optimized rendering engine. core technology re-written and improving and extension, The Unreal Engine 2.5 adds support for
64-bit Windows and
64-bit Linux operating systems. Improving and enhancing
UnrealEd toolsets. One fork of the Engine is also highly optimized for the
Xbox hardware shader pipeline based on a few graphical enhancements, The
Xbox memory management system,
Xbox GUI system, editor, and
Xbox live support. These
Xbox optimized features are integrated into the Unreal Engine 2X, but is an off-shoot of the Unreal Engine 2.5.
Rendering technologies:
* While 2.5 does not make extensive use of
Direct3D 9 and
OpenGL 2.x level of features, it does use the
Direct3D 9 API and thus provides an easy starting point for licensees interested in adding
Direct3D 9 and
OpenGL 2.x level of graphical features
* UDN site Unreal Engine 2.5 support also features multipass bump-mapping (
normal map/
bump map/
specular map/diffuse map/gloss map/
environment map/opacity map/mask map etc),
per-pixel lighting and
per-pixel shading,
virtual displacement mapping,
high dynamic range rendering,
soft shadows and other modern graphical features present in the
Direct3D 9 and
OpenGL 2.x feature set
* Texture resolutions up to 4096x4096 support
* Improvements rendering engine speed
* BSP/PVS world rendering enhancing
*
Software rendering with
Pixomatic (licensed separately)
Other features:
* Included particle system editor
* Voice-over IP support
* Text-to-speech support
* AI speech recognition
* Vehicles optimized physics
* Network code re-written
* Enhancing physics performance
Announced projects
BioShock â€"
Irrational GamesDuke Nukem Forever â€"
3D RealmsHoopWorld â€"
Streamline StudiosLANDMASS â€"
WAYPOINT Corp.Priston Tale 2 â€"
yedang onlineRagnarok Online 2 â€"
Gravity Corp.The Chronicles of Spellborn â€"
Spellborn InternationalThe Lost â€"
Irrational GamesTom Clancy's Splinter Cell: Double Agent â€"
UbisoftVanguard: Saga of Heroes â€"
Sigil Games Online*''
Vanguard: (First Expansion Pack) â€"
Sigil Games Online* Many other unknown projects(many developers's MMO games and casual games, FPS games and other genre games)
Released projects
America's Army v2.4 ~ v2.9 â€" (2005)
U.S. Army (The MOVES Institute)
Pariah â€" (2005)
Digital ExtremesRed Orchestra: Ostfront 41-45 â€" (2006)
Tripwire InteractiveSWAT 4: The Stetchkov Syndicate â€" (2006)
Irrational GamesTom Clancy's Splinter Cell: Chaos Theory â€" (2005)
UbisoftTribes: Vengeance â€" (2004)
Irrational GamesUnreal Championship 2: The Liandri Conflict (uses build 3357-3363) â€" (2005)
Epic GamesUnreal Tournament 2004 (uses build 3186-3369) â€" (2004)
Epic Games /
Digital ExtremesWarPath â€"
Digital Extremes* Many other unknown projects(many developers's MMO games and casual games, FPS games and other genre games)
Unreal Engine 3.0
 |
A berserker from Unreal Engine 3 technology demo (later revealed to be Gears of War content), revealing a detailed model with normal mapping and real-time soft self-shadowing |
Builds 3500 and above: Unreal Engine 3 targets 2006-2008 PCs,
Xbox360, and
PlayStation3. The core code, rendering system and all modules were completely rewritten. It discards
legacy support to improve performance and obtain visual quality unachievable with older generations of . Incorporates vast improvements to the
UnrealEd toolsets.
Rendering technologies:
*
Direct3D 9 and 10,
OpenGL 2.x support
* 16x Sampled Shadow
depth buffers for characters
* 64-bit and 128-bit color
High Dynamic Range lighting and rendering pipeline
* Many post-processing effects including light bloom, lenticular halos, and depth-of-field
*
Stencil shadow volumes for dynamic lights
* Pre-computed
shadow-masks for static lights
* Support for
shader models 2, 3 and 4
* Extensibly material shader system
* Geometry shader support
* Volumetric effects such as height fog
* Many per-pixel lighting techniques, including
normal mapping,
spherical harmonic lighting, and parameterized
Phong shading* Advanced
virtual displacement mapping with self-shadowing and z-bias correction.
* 'Real'
displacement mapping* Dynamic LOD for all meshes
* Fully realtime radiosity(PRT) pipeline support
* Non-power-of-two size textures support
Other features:
* UnrealCascade extensible
particle system with visual editor
* UnrealMatinee cutscene toolset vast improving
* UnrealKismet visual script editor
* Visual material shader editor
* Improved GUI editor
* Includes AGEIA's
PhysX physics engine* Physics-based animation
* Dynamically deformable, LOD-based terrain
*
Procedural vegetation layer
*
COLLADA import pipeline
* Seamlessly interconnected indoor and outdoor environments
* Fully
multi-threaded* Incorporates
Artificial Studios's Reality Engine
Announced projects
All Points Bulletin â€"
Real Time WorldsAmerica's Army v3.0 â€"
U.S. ArmyAmerica's Army: Real Heroes â€" (
PS3 and
Xbox 360) â€"
U.S. ArmyBrothers in Arms: Hell's Highway â€"
Gearbox SoftwareCoded Arms: Assault â€"
KonamiEmpire â€"
Chair EntertainmentElveon â€"
10TacleFatal Inertia â€"
KoeiFrontlines: Fuel of War â€"
KAOSFury â€"
AuranGears of War â€"
Epic GamesHuxley â€"
Webzen Games Inc.Interstellar Marines â€"
Zero Point SoftwareLineage III â€"
NC SoftLost Odyssey â€"
Mist Walker /
Feel PlusMagna Carta 2 â€"
SoftmaxMarvel Comics Online â€"
Sigil Games OnlineMass Effect â€"
BioWareMonster-Madness â€"
Southpeak GamesParabellum â€"
AnocyProject New Jersey â€"
Obsidian EntertainmentRoboblitz â€"
Naked Sky EntertainmentSection 8 â€"
Timegate StudiosStargate Worlds â€"
Cheyenne Mountain EntertainmentStranglehold â€"
Tiger Hill EntertainmentSwat 5 â€"
VUGTom Clancy's Firehawk â€"
UbisoftTom Clancy's Rainbow Six: Vegas (PS3, Xbox 360 version) â€"
UbisoftTom Clancy's Rainbow Six 5 (
PC version) â€"
UbisoftTom Clancy's Splinter Cell 5 â€"
UbisoftToo Human â€"
Silicon KnightsNew Turok â€"
Buena Vista GamesUnreal Tournament 2007 â€"
Epic GamesVanguard: second expansion pak â€"
Sigil Games Online* Many unannounced titles
Single License
*Unannounced title â€"
2015, Inc.*Unannounced title â€"
Ensemble Studios*Unannounced title â€"
Hirez Studios*Unannounced title â€"
Perception*Unannounced title â€"
Spellborn International*Unannounced title â€"
Tripwire Interactive*Many unannounced developers
Multiple Licenses
*Unannounced titles â€"
Atari*Unannounced titles â€"
Artificial Studios*Unannounced titles â€"
Buena Vista Games*Unannounced titles â€"
Chair Entertainment*Unannounced titles â€"
Cranky Pants Games*Unannounced titles â€"
Eidos Interactive*Unannounced titles â€"
Gearbox Software*Unannounced titles â€"
GlyphX Inc.*Unannounced titles â€"
High Moon Studios*Unannounced titles â€"
inXile Entertainment*Unannounced titles â€"
Irrational Games*Unannounced titles â€"
Koei*Unannounced titles â€"
Konami*Unannounced titles â€"
Lucky Chicken Games*Unannounced titles â€"
Mad Dog*Unannounced titles â€"
Majesco Games*Unannounced titles â€"
Microsoft Game Studios*Unannounced titles â€"
Midway Games*Unannounced titles â€"
Mind Control Software*Unannounced titles â€"
Namco*Unannounced titles â€"
NC Soft*Unannounced titles â€"
Real Time Worlds*Unannounced titles â€"
Rocksteady Studios*Unannounced titles â€"
Sony Computer Entertainment*Unannounced titles â€"
Sony Online Entertainment*Unannounced titles â€"
THQ*Unannounced titles â€"
Tiger Hill Entertainment*Unannounced titles â€"
TimeGate Studios*Unannounced titles â€"
Spark Unlimited*Unannounced titles â€"
Streamline Studios*Unannounced titles â€"
Surreal Software*Unannounced titles â€"
Trilogy*Unannounced titles â€"
Ubisoft*Unannounced titles â€"
Vision Studios*Unannounced titles â€"
Vivendi Universal Games*Unannounced titles â€"
Webzen*Unannounced titles â€"
Zombie Studios*Many unannounced developers
Non-gaming projects
Unreal Engine 3 Runtime Custom License is used in many non-gaming projects including construction simulation and design, training simulation, driving simulation, virtual reality shopping malls, movie storyboards, continuity, pre-visual, etc. According to Mark Rein, no such license exists from the architecture. The only form available is
Unreal Engine 3 with the toolset and sourcecode meant for games.
Unreal Engine 3.5
Epic is using UE3.0 for
Gears of War and
Unreal Tournament 2007. However, Epic will continue improving and extending UE3 over the entire console cycle, so there are at least 3.5 years of significant development being planned at this stage.
Tim Sweeney says that, regarding the timeline, development of Unreal Engine 3 will continue throughout the current hardware generation to 2009.
UnrealEd toolsets will be improved and extended, as will other modules and engine elements.
Rendering Technologies:
*
Direct3D 11 and 12, same level of
OpenGL support
* 2009 and beyond will be probably hardware based graphics technologies
* Vast improving and optimizing renderer and engine
Ohter Features:
* Improving and extending toolsets
* Add the useful new toolsets
* UDN site support on other very many technologies
Unreal Engine 4
Mark Rein, the vice-president of
Epic Games, revealed on
August 18 2005 that Unreal Engine 4 has been in development over the past two years. The engine targets the next generation of consoles after
the coming generation, as well as the PC. The only person to work on the engine so far is
Tim Sweeney, lead programmer at Epic.
*
Unreal*
UnrealScript*
game engine*
*
*
The official Unreal Developer Network documenting the Unreal engine
*
Online community Unreal engine documentation*
Unreal Technology