I don't need to test my programs. I have an error-correcting modem.

Difference between revisions of "Legacy:Unreal Engine Versions/3"

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
Line 117: Line 117:
 
* Autodesk's HumanIK (December 16, 2008)
 
* Autodesk's HumanIK (December 16, 2008)
 
* Audiokinetic's Wwise® – WaveWorks Interactive Sound Engine®  (January 15, 2009)
 
* Audiokinetic's Wwise® – WaveWorks Interactive Sound Engine®  (January 15, 2009)
 +
* Vivox's Precision Studio™ SDK (Febraury 11, 2009)
  
 
==Build Versions==
 
==Build Versions==

Revision as of 07:03, 12 February 2009

Engine Development Credits

Unreal Engine Core System Design

  • Tim Sweeney

Engine Development Management

  • Daniel Vogel

Engine Technical Director

  • Joe Graf

Engine Management System

  • Steven Polge

UnrealEd

  • Warren Marshall
  • Demiurge Studios (UDN build on toolsets into UnrealEd)
  • RAD Games Tools (Bink Video SDK integrated into UnrealEd)
  • Nvidia (PhysX Builder integrated into UnrealEd's sub UnrealPhAT)
  • OC3 Entertainment (FaceFX Studio integrated into UnrealEd's sub AnimSet Editor)
  • Fonix Speech (VoiceIn and DecTalk SDK integrated into UnrealEd's sub AnimSet Editor)
  • Presagis(A.I. Implant SDK integrated into UnrealEd's sub UnrealKismet)
  • Interactive Data Visualization (SpeedTreeRT integrated into UnrealEd)
  • Digimask (Digimask SDK integrated UnrealEd's sub AnimTree Editor)
  • Autodesk (Kynapse A.I. SDK integrated into UnrealEd's sub UnrealKismet)
  • Geomerics (Enlighten SDK integrated into UnrealEd)
  • Allegorithmic (ProFX SDK integrated into UnrealEd's sub visual material shader editor)
  • PhaseSpace (Motion Capture SDK integrated into UnrealEd's sub AnimSetEditor)
  • Illuminate Labs (Beast SDK integrated into UnrealEd)
  • Natural Motion's Morpheme (Morpheme SDK integrated into UnrealEd)

Rendering Engine

  • Daniel Vogel (Main, scene graph, animation system, renderer devices, shader pipeline, special effects)
  • Andrew Scheidecker (Renderer devices, terrain system)
  • Sam Zamani (Shader pipeline, optimizing renderer)
  • Tim Johnson (New rendering technologies research and development, optimizing renderer, all technologies into UE3 from Reality Engine)
  • Niklas Smedberg (Voxel renderer and more rendering technologies)
  • Mike Fricker (Optimizing renderer)
  • Demiurge Studios (UDN build on many rendering technologies)
  • RAD Game Tools's Bink Video (in-game video and movies middleware, no additional cost)
  • OC3 Entertainment's FaceFX Technology (Real-time lipsync and facial animation middleware, no additional cost)
  • Digimask's Digimask SDK (Digital facial model making system middleware)
  • Interactive Data Visualization's SpeedTreeRT (Real-time tree and vegetation middleware, no additional cost)
  • Geomerics's Enlighten (Global illumination, radiosity, ray tracing, soft shadows and many lighting/shading/shadowing optimized technniques middleware, no additional cost)
  • Allegorithmic's ProFX (Procudually textures middleware, no additional cost)
  • PhaseSpace's Motion Capture (Digital motion capture and real-time supported middleware, no additional cost)
  • Umbra Software's Umbra (Scene graph optimized middleware)
  • Illuminate Labs's Beast (Global illumination baking, skylights from HDR images, baked soft shadows with transparency)
  • Natural Motion's Morpheme (Advanced and fully customisable blend techniques, hierarchical animation state machine, IK support, physics support, and compression algorithms)

Physics Engine

  • James Golding (Base physics)
    • Nvidia's PhysX (Middleware, no additional cost)

Network Engine

  • Steven Polge (Unreal Network)
  • Quazal Technologies's Rendez-Vous (Middleware)
  • Quazal Technologies's Spark (Middleware)
  • IGN's GameSpy (Middleware)

Sound Engine

  • Creative Labs's OpenAL Audio System (Freeware)
  • Firelight Technologies's FMOD (Freeware)
  • Ogg Vorbis (Freeware)
  • Fonix Speech's VoiceIn Technology (Middleware)
  • Fonix Speech's DecTalk Technology (Middleware)

A.I. System

  • Steven Polge (Unreal A.I.)
  • Presagis's AI Implant (Middleware, no additional cost)
  • Autodesk's Kynapse A.I. (Middleware, no additional cost)

Console Porting

  • Josh Adams
  • Dave Burke
  • Ron Prestenback
  • Scott Sherman
  • Niklas Smedberg
  • Sam Zamani
  • Daniel Wright
  • John Scott
  • Keith Newton
  • Wes Hunt

Unreal Engine 3 Integrated Partners Program (Unreal Engine 3 IPP) List and Announced Date

The Unreal Engine 3 Integrated Partners Program is a program designed to help developers take advantage of 3rd party technologies, with guaranteed support and compatibility for the most popular game engine this generation. Epic is selecting companies whose software is cross-platform compatible and complements the goals of Unreal Engine 3. IPP members have full access to Unreal Engine 3 source code and updates.

  • Creative Labs's OpenAL (2004)
  • Xiph.Org Foundation's Ogg Vorbis (2004)
  • Firelight Technologies's FMOD (2004)
  • Open Dynamics Group's ConvexDecomposition (2004)
  • Jean-loup Gailly and Mark Adler's Zlib (2004)
  • Nvidia's PhysX (February 23, 2004)
  • OC3 Entertainment's FaceFX Technology (October 18, 2005)
  • RAD Game Tools's Bink Video (Semtember 25, 2006)
  • Quazal Technologies's Rendez-Vous (September 28, 2006)
  • Quazal Technologies's Spark (September 28, 2006)
  • Fonix Speech's VoiceIn (October 2, 2006)
  • Fonix Speech's DecTalk (October 2, 2006)
  • Presagis's AI Implant (October 3, 2006)
  • Interactive Data Visualization's SpeedTreeRT (October 5, 2006)
  • Digimask's Digimask SDK (November 1, 2006)
  • Autodesk's Kynapse A.I. (November 2, 2006)
  • Geomerics's Enlighten (February 19, 2007)
  • Allegorithmic's ProFX (March 1, 2007)
  • PhaseSpace's Motion Capture (July 6, 2007)
  • IGN's Gamespy (August 15, 2007)
  • Umbra Software's Umbra (September 7, 2007)
  • Whole Tomato Software's Visual Assist (October 10, 2007)
  • MÄK Technologies's VR-Link (October 12, 2007)
  • Anark Corporation's Gameface Studio (October 16, 2007)
  • Scaleform's Scaleform GFx (October 21, 2007)
  • Illuminate Labs's Beast (December 18, 2007)
  • Natural Motion's Morpheme (Febraury 13, 2008)
  • Pixel Mine Games' nFringe (December 11, 2008)
  • Autodesk's HumanIK (December 16, 2008)
  • Audiokinetic's Wwise® – WaveWorks Interactive Sound Engine® (January 15, 2009)
  • Vivox's Precision Studio™ SDK (Febraury 11, 2009)

Build Versions

  • [Unreal Engine 3] Builds 3376~?
  • Unreal Engine 3 is a flexible pre multi platform design such as currently supported by 32&64-bit Windows XP&Vista, 32&64-bit Linux, 32&64-bit Mac OS X, Xbox 360 and PlayStation 3
  • Unreal Engine 3 intended to be significant enhancement and adding major new features until 2012

Engine Details

Rendering Technologies

  • Direct3D 9/10, OpenGL 2/3 support
  • Improved and enhanced hybrid scene management
  • 64-bit and 128-bit color High Dynamic Range lighting and rendering pipeline
    • Full day-night cycle with sunrise and sunset effects
  • Many post-processing effects
    • Light bloom
    • Lenticular halos
    • Depth-of-field
    • Motion blur
      • Full scene
      • Object-base
      • Some scene
    • Image based lighting
    • Image based rendering
    • Many more
  • Included Umbra Software's Umbra (Unreal Engine 3 IPP)
  • New LOD system
    • Dynamically deformable terrain rendering system
      • With 'real' displacement mapping (a.k.a. vertex texture fetch or dynamic vertex texturing)
    • Dynamic LOD for all meshes
    • Full dynamic object for all environments
  • Hardware Brush with static meshes, movable meshes, dynamic deformable complex animated meshes
  • Terrain system
    • With LOD
    • With height-mapped
    • With voxel rendering
    • Procedural vegetation layer
      • Included Interactive Data Visualization's SpeedTreeRT (Unreal Engine 3 IPP)
    • Seamlessly interconnected indoor and outdoor environments
  • Many shadowing techniquies
    • 100% fully dynamic real-time fuzzy soft shadows for all environments
    • 16x sampled shadow depth buffers for characters
    • Stencil shadow volumes for dynamic lights
    • Pre-computed shadow-masks for static lights
    • With self-shadowing
      • With all normal mapping techniquies
      • With all displacement mapping techniquies
    • With all lighting techniquies
    • Many more soft shadowing techniquies
  • Support for shader models 2, 3 and 4
    • Geometry shader support
  • Support for new graphics hardware shader model (shader model 5 and later) with OpenGL 3 and Direct3D 10.1 (SOON)
  • Extensible material shader system
    • HLSL, CG, GLSL shader language support
  • Deferred rendering and deferred shading
  • Many volumetric effects
    • Height fog
    • Height water
    • Height fire
  • Advanced extensible particle system
    • Soft particles
      • Volumetric particles
        • Volumetric explosions
        • Volumetric clouds
        • Volumetric fire
        • Volumetric water drop
        • Volumetric blood
        • Volumetric dust
        • Volumetric rain
        • Volumetric snow
        • Volumetric hail
        • Many more
    • Voxel-based particle effects
  • Many per-pixel lighting techniquies
    • Parameterized phong shading
    • Spherical harmonic lighting
      • Real-time spherical harmonic maps for all lighting types
    • Real-time ambient lighting
      • Real-time ambient maps for all lighting types
    • Radiosity lighting
      • Fully real-time PRT (Precomputed Radiance Transfer) radiosity pipeline support
    • Global illumination
      • Fully real-time true beam tracing global illumination for dynamic lights
      • Included Geomerics's Enlighten (Unreal Engine 3 IPP)
    • Volumetric lighting
    • Sub-surface scattering
    • Real-time point light
    • Real-time sun light
    • Real-time directional light
    • Real-time spot light
    • Real-time diffuse light
    • Real-time specular light
    • Real-time shiny light
    • Real-time gloss light
    • Real-time opacity light
    • Real-time spread light
    • Real-time emissive light
    • Real-time light beams
    • Real-time light shafts
    • Real-time ambient occlusion (Builds 3700+)
    • Advanced character lighting (Builds 3700+)
    • Many more lighting techniquies
  • Many normal mapping techniquies
    • Parallax mapping
      • Steep parallax mapping
      • Bump offset mapping
    • Offset mapping
      • Per-pixel displacement mapping with distance function
      • Parallax mapping with offset limiting
      • Relief mapping
    • Relief texture mapping
      • View dependent displacement mapping
      • Relief texture method
      • Virtual displacement mapping
    • With self-shadowing
    • With z-bias correction
  • 'Real' displacement mapping (a.k.a. vertex textures fetch or dynamic vertex texturing)
    • With LOD based tesseration and deformation
    • With real-time lighting
    • Displacement mapped water effects
    • Displacement mapped snowy effects
  • Voxel rendering system
    • Voxel-based terrain
    • Vexel-based environment
    • Voxel objects
    • Voxel rendering system for hardware accelated
      • Static voxel objects
      • Dynamic voxel objects
  • Real-time fully dynamic weather effects including rainy, snowy, windy, hail and cloudy with volumetrically and physically, interactivity in environments
  • 64-bit colored 8192x8192 size texture support
  • Latest builds version for support texture color and resolution up to 128-bit colored 16384x16384
  • Non-power-of-two size texture support
  • Anti-tiling techniques such as advanced modified ClipTexturing and more technologies
  • Real-time dynamic streaming texture loading system
  • Real-time dynamic streaming texture mip-mapping system (making texture set packs for many tile set in UnrealEd sub toolset, same as google earth, but ultra fastest on real-time)
  • Many animation system
    • Vertex animation
    • Skeletal animation
    • Smooth-skinned geometry
      • With LOD
        • With virtual displacement mapping
        • With real displacement mapping
      • Procedural skeletal controllers
      • Procedural motion warping
    • High density crowds (Builds 3700+)
    • Included OC3 Entertainment's FaceFX Technology (Unreal Engine 3 IPP)
    • Included Digimask's Digimask SDK (Unreal Engine 3 IPP)
  • Platform-abstracting rendering layer - the Render Hardware Interface (RHI)
    • Allows an extremely low level of abstraction, minimizing redundant code pathways
    • Supports static and dynamic binding

Other Features

  • Very flexibility and extensible Unreal Engine Core System Technology
    • 100% pure Unreal Engine 3 source code (it's not FPS based engine), editing toolsets and utilities
    • C++ Modulaty
      • Distinctly separation game modules, engine modules and all of the entirely fine parts modules
        • But very interlocked functioning on all of modules
        • Very flexibility expansions of add/modify/extending new modules
    • UnrealScript based networked engine management system
      • No hard-limited native source controls for very interlocked functioning on all of modules
        • Very easily user customizations for MODDING
      • All UnrealScript plug-in modules are use at once in UnrealEd
      • All UnrealScript plug-in modules codes add/modify/extending for in script editor for UnrealEd
        • All UnrealScript coding at in the visual scripting editor for UnrealEd
  • UnrealCascade extensible particle system with visual editor
  • UnrealMatinee real-time cutscene toolset vast improving
  • Matinee toolset very significant improving (Builds 3700+)
  • UnrealKismet visual scripting (including cutscene scripting and A.I. scripting) editor for UnrealEd
  • Vast improved visual material shader editor for UnrealEd
  • Real-time visual post-processing editor for UnrealEd
  • Improved visual-based GUI editor
  • Offline rendering system (making the pre-rendering CG animations)
  • Network-level editing system
  • Play In Editor real-time editing for immediate in-game WYSIWYG editing functions for UnrealEd
  • AnimTree advanced WYSIWYG real-time animation tree editing toolset for UnrealEd
  • AnimSet advanced WYSIWYG real-time animation sequence setting toolset for UnrealEd
  • UnrealPhAT advanced WYSIWYG real-time physics editor for UnrealEd
  • Included Nvidia's PhysX physics engine (Unreal Engine 3 IPP)
  • Physics-based animation
  • Dynamic fluid surfaces (Builds 3700+)
  • Soft-body physics (Builds 3700+)
  • Destructible environments (Builds 3700+)
  • Vast improved advanced WYSIWYG real-time terrain editing toolset for UnrealEd
  • COLLADA import pipeline
  • SoundCue dynamic environmental audio system toolset for UnrealEd
  • Advanced dynamic environmental audio system for perfective in mixing
    • Interactive dynamic music
    • Dynamic environmental sound
  • Dynamic streaming system
    • Seamless loading system
    • Background loading system
    • Zone-based loading system
  • Fully multi-threaded rendering and all of it
  • Included all of the technologies of Reality Engine
  • Enhancing Real-time recording of in-engine footage as replayable 'demo' files
  • Support for processing those demo files into DivX movies (DivX library license separately)
  • Support for processing those demo files into Bink Video (Unreal Engine 3 IPP)
  • 3D Studio MAX, MAYA and Softimage's XSI MOD Tool Plug-ins
  • Client-server model supporting up to 64 players as provided
  • Included Quazal Technologies's Rendez-Vous (Unreal Engine 3 IPP)
  • Included Quazal Technologies's Spark (Unreal Engine 3 IPP)
  • Included Fonix Speech's VoiceIn Technology (Unreal Engine 3 IPP)
  • Advanced customizable A.I. system
    • Customization of dynamic path-finding system
    • Customization of BOT A.I. system
    • Customization of teamwork A.I. system
    • Customization of vehicles A.I. system
    • Customization of singleplayer-based games A.I. system
  • Included Presagis's AI Implant (Unreal Engine 3 IPP)
  • Included Autodesk's Kynapse A.I. middleware solution (Unreal Engine 3 IPP)
  • Real-Time performancing analysis toolset

Development Tools

Issues

  • Slicon Knights's Slicon Knights Engine is a modifed Unreal Engine 3. they sues Epic. but Epic counter sues Slicon Knights.
    • canadian developers (Digital Extremes and Slicon Knight) attacking the Epic. but Epic counter attacking they.
    • this Slicon Knights engine uses Slicon Knights's Too Human
    • this Slicon Knights engine uses Silicon Knights Prototyping New Thriller (collaboration with Digital Extremes)

Related Topics