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Legacy:Unreal Engine Versions/1

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Revision as of 17:37, 20 January 2008 by Xian (Talk) (updated TO)

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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
  • 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

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?