UnrealEngine
The UnrealEngine is a Moteur of play developed by Epic Games and mainly directed towards the plays of subjective shooting, even if it tends to diversify.
The main competitors of this engine are the Id Tech, the Source Engine or more recently the CryENGINE.
Like the modern engines UnrealEngine integrates its language of script adapted to a Programmation high level, the UnrealScript.
Development
UnrealEngine 1
When Epic decides to create its first FPS, Unreal , the company needs a graphic engine. The main thing at the time is the engine of Quake 2, already growing old and little adapted to the proportion of scenes in outsides that Epic projected to put in its play.
The stress was laid on outsides and a convincing lighting. However, choice surprising for a play presumedly based on opened environments, the creation of maps was not done by creating walls since the vacuum but by digging parts in a large block. To allow the players to see the " ciel" , Epic adopted the system of Skybox: textures of the sky are in fact of the gates towards a kind of camera which films the interior of a part dug with the variation of the level and whose walls and contents represent what the player will have to see, thus presenting decorations to him which will appear always distant. These bases of edition of levels remained in the later versions of the engine.
UnrealEngine 1 is intended for the consoles of the generation PlayStation 1, Dreamcast like with PC of the end of the Années 1990.
UnrealEngine 2
or Warfare Engine .When one came to the complex interiors, where had to be dug details number, the first version of the engine pained and posted BSP what is called ( Binary space partitioning ) Holes: space to be posted is segmented too much on the various surfaces, and one witnesses graphic bugs (mainly repetitions of textures) or even physics (it happens that a player can cross the ground).
In plays which required always more details, Epic thus chose to separate the details from the general geometry of the level. The latter would remain " with the ancienne" , and the first would be replaced by Static meshes , i.e. objects in 3D precalculated.
In addition to the standards improvements in terms of returned geometry, textures and lighting, UnrealEngine brought also the support for animation squelettale (used for the Physique Ragdoll by the means of Karma Engine).
A transition between versions 2 and 3 from the engine, called 2.5 also was born. This one integrates some additional effects but remains very close to version 2.
UnrealEngine 2 is intended for the consoles of the generation PlayStation 2, Xbox, Nintendo GameCube and Wii, like with PC of the same time.
UnrealEngine 2.X
Unreal Engine 2.X is a special version of engine 2.0 optimized for the Xbox plays. If Unreal Championship, on XBox, used engine 2.0 to obtain poor results (equivalent in details means of Unreal Tournament 2003 on PC), its successor, Unreal Championship 2 uses the engine 2.X and proves much more complex and detailed, thanks to a better management of the capacities of the console.
UnrealEngine 3
to note that the following assertions are made according to press releases and of technological demonstrations. They were thus not checked on plays left in the trade.
From the point of view of graphics, UnrealEngine 3 would have inter alia managing the Displacement mapping , various methods of lighting by Pixel, the Shader model 3.0 (while managing replacement solutions based on the old versions) and the Environment mapping .
To optimize the posting and computing speeds, Epic decided to base its objects 3D on two models. One of average quality and thus rapid to be posted, and one of a maximum quality. It is the model of average quality which is posted, the model of higher quality being used to apply a relief very detailed to the average model in the form of normal map. What makes it possible to obtain light but very detailed models.
UnrealEngine 3 is intended for the consoles of the generation PlayStation 3, Wii, Xbox 360, like with PC of the same time.
Nothing is yet sure, but the official site of the engine specifies that it will require DirectX 9.0, one can thus think that contrary to its predecessors, the engine Unreal Engine 3, for platform PC could be carried out only on Microsoft Windows environment. Despite everything, Roboblitz, first play to be marketed on PC while being based on Unreal Engine 3, has achievable Linux, although the functionality of this one was not checked. With the detriment of GNU/Linux and Mac OS.
UnrealEngine 4
In August 2005, whereas no play using UnrealEngine 3 had still left, Epic announced that the team had worked for two years on version 4, without giving more details.
Plays using UnrealEngine
Here are listed the most known plays using the UnrealEngine .-
UnrealEngine 1
- Unreal and its extension Return to Na Faded (1998, 1999 - Epic Ranges and Legend Entertainment)
- Nerve Arena Blast (1999 - Visionary Media, Inc.)
- Unreal Tournament (1999 - Epic Ranges)
- The Wheel off Time (1999 - Legend Entertainment)
- Deus Ex (2000 - Ion Storm)
- Rune and its extension Rune: Halls off Valhalla (2000, 2001 - Human Head Studios)
- Cleaves Barker' S Undying (2001 - Dreamworks Interactive)
- Deep Space Nine: The Fallen (2001 - The Collective Inc)
- the two first Harry Potter ( resp. 2001 and 2002 - KnowWonder DIGITAL Mediaworks)
-
UnrealEngine 2 and UnrealEngine 2.5
- America' S Army (2002 - US Army)
- Unreal Tournament 2003 (2002 - DIGITAL Extremes)
- Unreal Championship (2002 - DIGITAL Extremes)
- Deus Ex: Invisible War (2003 - Ion Storm)
- Magic: The Gathering Battlegrounds (2003 - Atari)
- Tom Clancy' S Rainbow Six 3: Raven Shield and extensions (2003, 2004, 2005 - Ubisoft)
- Tom Clancy' S Splinter Concealment 1,2 and 3 (2003, 2004, 2005 - Ubisoft)
- Postal ² and extensions (2003, 2005 - Running With Scissors, Inc.)
- Unreal II: The Awakening and its extension XMP (2003 - Legend Entertainment)
- XIII (2003 - Ubisoft)
- Harry Potter and the prisoner of Azkaban (2004 - KnowWonder DIGITAL Mediaworks)
- Lineage II (2004 - NCSoft)
- Thief: Deadly Shadows (2004 - Ion Storm)
- Tribes: Revenge (2004 - Irrational Ranges)
- Unreal Tournament 2004 (2004 - Epic Ranges and DIGITAL Extremes)
- Brothers In Arms: Road to Hill 30 (2005 - Gearbox Software)
- Pariah (2005 - DIGITAL Extremes)
- Star Wars: Republic Commando (2005 - LucasArts)
- SWAT 4 (2005 - Irrational Ranges)
- Unreal Championship 2: The Liandri Conflict (2005 - Epic Ranges)
- Vanguard: Saga off Heroes (2007 - Sigil Online Ranges)
-
UnrealEngine 3
- GEARs off War (2006 - Epic Ranges)
- Farmhouse Effect ( awaited for November 2007 - Bioware)
- Roboblitz (2006 - Naked Sky Entertainment)
- Huxley ( awaited for 2007 - Webzen)
- Unreal Tournament 3 ( 2007 - Epic Ranges)
- Lineage 3 ( announced - NCSoft)
- Medal off Honor: Airborne (2007 - Electronic Arts)
- BioShock (2007 - 2K Boston/2K Australia)
- Tom Clancy' S Rainbow Six: Vegas (2007 - Ubisoft)
- John Woo Present' S Stranglehold (2007 - Midway)
- Blacksite (2007 - Midway)
-
UnrealEngine 4
- No play was announced for this engine always under development
See too
Internal bonds
External bonds
- Unreal To develop Network, the official documentation of UnrealEngine
- Unreal Technology
- Technical details on UnrealEngine 2
- Technical details on UnrealEngine 2 Video
- of Unreal Engine 3 in action, with accompanying notes
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