Mostly Harmless
Difference between revisions of "Legacy:Unreal Engine Versions/1"
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Revision as of 17:37, 20 January 2008
Contents
Engine Development Credits
Unreal Engine Core System Design
- Tim Sweeney
Engine Development Management
- Tim Sweeney
Engine Management System
- Tim Sweeney
UnrealEd
- Tim Sweeney (UnrealEd 1)
- Warren Marshall (UnrealEd 2+)
Rendering Engine
- Tim Sweeney (Main, scene graph, animation system)
- Erik De Neve (Optimized renderer, procedural texture effects)
- Daniel Vogel (Renderer devices, skeletal animation)
Physics Engine
- Tim Sweeney (Unreal Physics)
Network Engine
- Tim Sweeney (Unreal Network)
Sound Engine
- Carlo Vogelsang (Galaxy Audio)
- Module Musics (Freeware)
A.I. System
- Steven Polge (Unreal A.I.)
Console Porting
- Brandon Reinhart (PlayStation 2 Porting)
- Secrel Level (Dreamcast Porting)
Builds Version
- [Unreal] Builds 1~333 (32-bit Windows, 32-bit Linux, MacOS)
- first released out of box on Unreal build is 100
- final released Unreal patch version of build is 226, but licensees offer at build 333
- [Unreal Tournament] Builds 338~613 (32-bit Windows, 32-bit Linux, MacOS, MacOS X)
- first released Unreal Tournament demo build is 338
- first released out of box on Unreal Tournament build is 400
- final released at Unreal Tournament patch version of build is 436
- [Unreal Tournament] Builds 613 (PlayStation 2)
- [Unreal Tournament] Builds 613 (Dreamcast)
Engine Details
Rendering Technologies
- 3DFX Glide, S3 Metal, PowerVR SGL, Direct3D 5 (Build 216), Direct3D 6 (Build 218), Direct 3D 7 (Build 226), Direct3D 8 (Builds 500+) and OpenGL (Builds 209+), software rendering support
- 32-bit fully colored soft animated dynamic lighting
- Multicolored lighting
- with true colored intermixing of fuzzy shadows
- Supports raytraced and enveloped lighting
- Radial, cylindrical, spotlight, searchlight, ambient, spherical, shell, and 20+ special effect lights
- Caustic effects such as "fire waver", "watery shimmer", and the like can be applied to lights
- Supports lens flares and coronas
- Multicolored lighting
- Extensible BSP and portal technology
- Mirror surfaces
- Semireflective materials, such as marble surfaces which partially reflect light
- Non-euclidean, redirectable "warp" portal effects for seeing through teleporters
- Seeing through windows into an infinite sky zone in which a sky, planets, mountains, and other objects are constructed
- Skies and backgrounds with independent coordinate systems for independent translation and rotationz
- Enhanced Quadtree/Octree support (Builds 400+)
- Major enhancements to the rendering engine speed (Builds 400+)
- Curved-surface rendering support
- with an adaptive level-of-detail subdivision surface rendering algorithm
- eliminating polygonization
- 32-bit colored 512x512 size texture support
- Emboss bump mapping
- Multi-texturing
- Dynamic range scaled detail textures
- Procedurally animated textures
- ClipTexturing
- Multiple channels of vertex animation support
- Skeletal animation support (Builds 432+)
- Smooth-skinned Geometry (Builds 500+)
- Facial animation (Builds 500+)
- With lipsync animation (Builds 533+)
- Hardware brush with static meshes (Builds 500+)
- Height-mapped filed terrain support (Builds 500+)
- Decal support (Builds 300+)
- Light bloom
- Fog volume
- Distance fog
- Volumetric lighting
- S3TC texture compression (Builds 400+)
- High resolution texture 1024x1024 size support (Builds 400+)
- Environment mapping support
- Multy-skybox system
- Very improved multi-skybox system (Builds 400+)
- Complex particles system
- Extensible particles system (Builds 400+)
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
- Dynamic Music System
- Improved support on A3D, EAX, DS3D (Builds 400+)
- Newly highly enhancing A.I. algorithms and BOT A.I. and teamwork A.I. (Builds 400+)
- Newly very improved network code (Builds 400+)
- Real-time recording of in-engine footage as replayable 'demo' files
- Enhanced demo reconding system (Builds 400+)
- GUI editor
- Imploved GUI editor (Builds 400+)
- Native support for localization of text to 8-bit languages, via CODEPAGE 850 and replaceable fonts
- Built-in UnrealScript and C++ support for externalization of all text, enabling non-programmer translation to all 8-bit languages
Development Tools
- UnrealEd 1 – Builds pre 420
- UnrealEd 2 – Builds 420+
- Ucc
Projects
Announced Projects
Project | Developer | Release Date | Engine Build |
Duke Nukem Forever | 3D Realms | When it's done | Build 613 |
- Duke Nukem Forever is NOT using Unreal Engine 2. It's still a based on heavily modified Unreal Engine 1 build 613, which supports Hardware Brush with Static Meshes, Height Field Terrain etc.
DNF developed history:
- early 1997: 3D Realms, started the DNF project with their own PREY engine.
- summer 1997: changed to id Software's QUAKE 1 engine.
- winter 1997: upgraded to id Software's QUAKE 2 engine.
- E3 1998: Released on QUAKE 2 engine based DNF at E3.
- summer 1998: changed to Epic Games' UNREAL engine.
- autumn 1999: upgraded to the Epic Games' UNREAL TOURNAMENT engine.
- summer 2001: they have written a tremendous amount of their own rendering system.
- summer 2002: updated to the Unreal Engine 1 build 613 stuff such as HARDWARE BRUSH WITH STATIC MESHES, HEIGHT FIELD TERRAIN and more.
- winter 2003: they have a 100% REWRITTEN RENDERING CODE and PHYSICS ENGINE, GAMEPLAY TRIGGER SYSTEM, AI SYSTEM, SOUND SYSTEM a.s.o.
- spring 2005: included MEQON Physics Engine.
- late 2005: once again 100% REWRITTEN RENDERING CODE.
Currently DNF engine Spec
- massive heavily modified Unreal Engine 1 build 613
- uses a Unreal Engine 1 Core System Technology
- uses a Unreal Engine 1 Based Framework
- uses a Unreal Engine 1 Based Trigger System
- uses a Unreal Engine 1 build 613 techniques such as Static Meshes
- heavily modified Unreal Engine 1 based UnrealEd 2.0 called the DukeEd
- 3D Realms own Rendering engine, Sound engine, Gameplay trigger system, AI system
- Meqon Physics Engine
- uses a Unreal Engine 1 Based UnrealScript Programming Language
- Unreal Engine 1 build 613 based Network Engine
Released Projects
Unreal Engine 1 using released projects on more than 50 over titles, included all of the unknowned PC, PS2, Dreamcast titles
Project | Developer | Release Date | Engine Build | |
[[Unreal 1 | Unreal]] | PC (Windows, Linux) / Macintosh – Epic Mega Games / Digital Extremes | May 25, 1998 | Builds 100-226 |
Star Trek: The Next Generation: Klingon Honor Guard | Microprose | November 1, 1998 | Builds 216-219 | |
TNN Outdoor Pro Hunter | DreamForge Entertainment | December 1, 1998 | Builds 216-220 | |
Unreal Mission Pack 1: Return to Na Pali | Legend Entertainment | June 26, 1999 | Builds 224-226 | |
Dr. Brain's Thinking Games: Action/Reaction | Knowledge Adventure | August 19, 1999 | Build 224 | |
Virtual Reality Notre-Dame: A Real-Time Virtual Reconstruction | Digitalo Studios | August 30, 1999 | Builds 224-226 | |
Nerf Arena Blast | Visionary Media | October 31, 1999 | Build 300 | |
Wheel of Time | Legend Entertainment | November 11, 1999 | Build 300-333 | |
Unreal Tournament | PC (Windows, Linux) / Macintosh / PlayStation 2 – Epic Games / Digital Extremes Dreamcast – Secret Level |
PC – November 23, 1999 PlayStation 2 – October 21, 2000 Dreamcast – March 13, 2001 |
PC – Builds 338-436 PlayStation 2 – Build 613 Dreamcast – Build 613 |
|
Unrealty | Perilith Industrielle | May 18, 2000 | Builds 405-436 | |
Deus Ex | PC (Windows, Linux) / Macintosh – ION Storm Austin | June 23, 2000 | Builds 400-436 | |
Star Trek: Deep Space Nine: The Fallen | [Simon & Schuster] | October 27, 2000 | Build 338 | |
Rune | Human Head Studios | October 31, 2000 | Builds 420-436 | |
Clive Barker's Undying | DreamWorks Interactive | February 21, 2001 | Build 420 | |
[http://pinball.ea.com/ Adventure Pinball: Forgotten Island | Digital Extremes | March 23, 2001 | Build 420 | |
X-COM: Enforcer | Microprose | April 19, 2001 | Build 420 | |
Tactical Ops: Assault on Terror | Kamehan Studios | April 23, 2002 | Build 436 | |
Rune: Halls of Valhalla | Human Head Studios | April 27, 2001 | Build 533 | |
Rune: Viking Warlord | Human Head Studios | June 28, 2001 | Build 613 | |
Harry Potter and the Sorcerer's Stone | KnowWonder | PC – November 16, 2001 | Build 613 | |
New Legends | Infinite Machine | Febraury 17, 2002 | Build 613 | |
Deus Ex: Conspiracy | ION Storm Austin | March 26, 2002 | Build 613 | |
Mobile Forces | Rage Software | May 11, 2002 | Build 613 | |
Harry Potter and the Chamber of Secrets | KnowWonder | PC – November 8, 2002 | Build 613 | |
Disney's Brother Bear | KnowWonder | November 11, 2003 | Build 613 |
Non-gaming Projects
Unreal Engine 1 is used in some non-gaming projects including construction simulation and design, training simulation, driving simulation, virtual reality shopping malls, movie storyboards, continuity, pre-visual, etc.
Related Topics
Discussion
Xian: So from what I understand, UE1 officially stopped at build 613 (used for licenses) which include a prototype version of what UE2 features, am I correct ?
El Muerte: no, there is no official "end" of UE1 or "begin" of UE2.
Xian: I see. So all those "new" features are things each developer added by themselves?