Cogito, ergo sum
Difference between revisions of "Legacy:Unreal Engine Versions/2"
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− | |Unreal Tournament 2003 | + | |[Legacy:UT2003|Unreal Tournament 2003] |
|PC (Windows, Linux) / Macintosh – [http://www.digitalextremes.com/ Digital Extremes] | |PC (Windows, Linux) / Macintosh – [http://www.digitalextremes.com/ Digital Extremes] | ||
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− | |Unreal 2: The Awakening | + | |[Legacy:Unreal 2|Unreal 2: The Awakening] |
|Legend Entertainment | |Legend Entertainment | ||
|PC – February 3, 2003<br />Xbox – February 10, 2004 | |PC – February 3, 2003<br />Xbox – February 10, 2004 | ||
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|Build 927 | |Build 927 | ||
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− | |[UT2004 | + | |[Legacy:UT2004|Unreal Tournament 2004] |
− | |Unreal Tournament 2004 | + | |
|PC (Windows, Linux) / Macintosh – [[Legacy:Epic Games|Epic Games]] / [http://www.digitalextremes.com/ Digital Extremes] | |PC (Windows, Linux) / Macintosh – [[Legacy:Epic Games|Epic Games]] / [http://www.digitalextremes.com/ Digital Extremes] | ||
|March 16, 2004 | |March 16, 2004 |
Revision as of 03:42, 11 May 2008
Contents
Engine Development Credits
Unreal Engine Core System Design
- Tim Sweeney
Engine Development Management
- Daniel Vogel
Engine Technical Director
- Bruce Shankle
Engine Management System
- Steven Polge
UnrealEd
- Warren Marshall
- Demiurge Studios (UDN build on toolsets into UnrealEd)
- MathEngine (Karma SDK integrated into UnrealEd)
- LIPSinc (Automated Facial Automation Technology integrated into UnrealEd)
- OC3 Entertainment (Impersonater toolsets integrated into UnrealEd)
- Interactive Data Visualization (SpeedTreeRT integrated into UnrealEd)
Rendering Engine
- Erik De Neve (Main, scene graph, animation system)
- Daniel Vogel (Renderer devices, rendering pipeline)
- Andrew Scheidecker (Special effects, optimizing renderer)
- Sam Zamani (Shader pipeline, optimizing renderer)
- Demiurge Studios (UDN build on many rendering technologies)
- LIPSinc's Automated Facial Automation Technology (Real-time lipsync middleware, no additional cost)
- PixoMatic Software Renderer (High-speed performance software renderer middleware, no additional cost)
- OC3 Entertainment's Impersonater (Real-time lipsync and facial anmation middleware, no additional cost)
- Interactive Data Visualization's SpeedTreeRT (Real-time tree and vegetation middleware, no additional cost)
Physics Engine
- James Golding (Base physics)
- With MathEngine's Karma Physics Engine (Middleware, no additional cost)
Network Engine
- Steven Polge (Unreal Network)
Sound Engine
- Creative Labs's OpenAL Audio System (Freeware)
- Ogg Vorbis (Freeware)
A.I. System
- Steven Polge (Unreal A.I.)
Console Porting
- Steven Polge (Builds 633~927 for Xbox and Builds 633~777 for PlayStation 2)
- Secret Level (Builds 777~927 for PlayStation 2 and Builds 777~927 for GameCube)
- Sam Zamani (Unreal Engine 2X)
Build Versions
- [Unreal Warfare] Builds 633~927 (32-bit Windows, 32-bit Linux, 32-bit Mac OS X, Xbox)
- Unreal Warfare project is a cancelled
- [Unreal Warfare] Builds 633~777 (PlayStation 2)
- [Unreal Warfare] Secret Level's Builds 777~927 (PlayStation 2)
- [Unreal Warfare] Builds 777~927 (GameCube version only outsourcing from Secrel Level)
- [Unreal Tournament 2003] Builds 927~2225 (32-bit Windows, 32-bit Linux, 32-bit Mac OS X)
- first released Unreal Tournament 2003 beta demo build is 927
- first released Unreal Tournemant 2003 official demo build is 1077
- first released out of box on Unreal Tournament 2003 build is 2136
- [Unreal Championship] Builds 927~2110 (Xbox Only)
- [Unreal Engine 2 CodeDrop] Builds 1077~2227 (32-bit Windows, 32-bit Linux, 32-bit Mac OS X, Xbox)
- [Unreal Engine 2 Runtime Edition] Builds 2226~2227 (32-bit Windows Only)
- [Unreal Tournament 2004] Builds 2500~3369 (32-bit Windows, 32-bit Linux, 64-bit Windows, 64-bit Linux, 32-bit Mac OS X, 64-bit Mac OS X)
- Unreal Tournament 2004 engine is also known as: Unreal Engine 2.5
- first released Unreal Tournament 2004 demo build is 3120
- first released out of box on Unreal Tournament 2004 build is 3186
- [Unreal Championship 2] Builds Builds 2500+, v300~v313 (Xbox Only)
- Unreal Championship 2 engine is also known as: Unreal Engine 2X
Engine Details
Rendering Technologies
- Direct3D 8, Direct3D 9 (Builds 3236+) and OpenGL, OpenGL 2 (Builds 3236+) support
- Hardware shader support for vertex shaders and pixel shaders
- Enhanced lighting
- Real-time radiosity lightmaps
- Enhanced NURBS, scene graph, collision detection, and spatial data handling support
- Enhanced BSP/CSG and Portal world rendering technology and Scene graph and all Scene Management (Builds 2500+)
- Improvements very fast rendering engine speed (Builds 2500+)
- Improved texture compression
- Cube mapping
- All texture mapping with cube mapping including environment mapping
- Dot-3 product bump mapping
- With environment mapping (environment bump mapping) and with cube mapping too
- Advanced Weighted ClipTexturing
- With all other texturing techniques
- Weighted skeletal animation
- With smooth-skinned geometry (skinning animation)
- Facial animation support
- Including scripted lip syncing and real-time lip syncing
- Large scale terrain support
- Seamless mixing of indoor BSP meshes, static meshes, dynamic meshes and terrain meshes
- Hardware Brush with static meshes, movable meshes, non-deformable meshes
- Emitter based particles system
- Heavily extensive emitter particles system (Builds 3270+)
- 2048x2048 size texture support
- 4096x4096 size texture support (Builds 2500+)
- Software rendering with Pixomatic software renderer (Builds 3186+, no additional cost)
- Interactive Data Visualization's SpeedTreeRT (Builds 3369+)
- Unreal Developer Network support on many other rendering technologies by Demiurge Studios
Other Features
- New designed network engine
- Powerful material shader and texture editor for UnrealEd (Builds 829+)
- Fast vehicles and physics optimized based network engine (Builds 3186+)
- Particles system wizard toolset for UnrealEd
- Included entirely new particle system editor for UnrealEd (Builds 3270+)
- UnrealMatinee cutscene toolset for UnrealEd
- Powerful real-time terrain editing toolset for UnrealEd
- Improving GUI editor
- Voice-over IP support (Builds 3186+)
- Text-to-speech support (Builds 3186+)
- AI speech recognition (Builds 3186+)
- Improved dymanic music system support
- New designed A.I. system
- Newly improving A.I. system, BOT A.I. and teamwork A.I. (Builds 3186+)
- 16-bit unicode support
- Include MathEngine's "Karma" physics engine (no additional cost)
- Enhancing "Karma" physics engine performance (Builds 3186+)
- Vehicles optimized physics (Builds 3186+)
- Support for Lipsync system of LIPSinc's Automated Facial Automation Technology (Builds 829+, no additional cost)
- OC3 Entertainment's Impersonater (Builds 3323+, no additional cost)
- 3DS MAX, MAYA, SoftImage's XSI Mod Tool (Builds 3355+) Plug-ins
- 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 Developer Network support on many other toolsets, utilities and sample contents by Demiurge Studios
Development Tools
- UnrealEd 3
- Ucc
- UccDepend
- UDebugger
- UPaint
- Karma Authoring Tool (Builds 829+, no additional cost)
- LIPSinc Animation Studio (Builds 829+, no additional cost)
- Impersonator Studio (Builds 3323+, no additional cost)
Projects
Announced Projects
Project | Developer | Release Date | Engine Build |
Tom Clancy's Splinter Cell: Conviction | Ubisoft Montreal | Q1 2008 | Build 3369 |
unannounced new online Wii game | Ubisoft | TBA 2008 | Build 3369 |
unannounced new Samba de Amigo | Gearbox Software | Q2 2008 | Build 3369 |
MMOG Projects
}
MOG Projects
Project | Developer | Started Beta or Service Released Date | Engine Build |
Sephiroth * Saga 1: 3rd Episode the Crusade * Saga 2: Becon the True |
IMagic Entertainment | Open Beta Testing – January 14, 2002 Launching – August 27, 2003 |
Build 926 |
Lineage 2 * Saga 1: The Chaotic Chronicle ** (Chronicle 0): Prelude ** Chronicle 1: Harbingers of War ** Chronicle 2: Age of Splendor ** Chronicle 3: Rise of Darkness ** Chronicle 4: Scions of Destiny ** Chronicle 5: Oath of Blood * Saga 2: The Chaotic Throne ** (Throne 0:) Interlude ** 1st Throne: The Kamael ** 2nd Throne: Gracia |
NC Soft | 1st Closed Beta Testing – November 30, 2002 Open Beta Testing – July 9, 2003 Launching – October 1, 2003 (Korea) April 27, 2004 (North America / Europe) |
Builds 2110-2226 |
Jinyong Online 2 | Soft-World | Open Beta Testing – October 18, 2004 Launching – October 16, 2005 |
Builds 3339-3369 |
Vanguard: Saga of Heroes | Sigil Games Online | 1st Closed Beta Testing – August 2005 2nd Closed Beta Testing – December 16, 2005 3rd Closed Beta Testing – August 12, 2006 4th Closed Beta Testing – December 16, 2006 Open Beta Testing – January 5, 2007 Launching – January 30, 2007 |
Build 3369 |
San Guo Online | Kingsoft | Closed Beta Testing – Nov 2004 | Build 3369 |
The Chronicles of Spellbone | Spellborn International | 1st Closed Beta Testing – November 30, 2005 2nd Closed Beta Testing – August 9, 2006 3rd Closed Beta Testing – March 23, 2007 |
Build 3369 |
Huang Yi Online | Soft-World | Open Beta Testing – May 15, 2006 Launching – November 7, 2007 |
Build 3369 |
Ragnarok Online 2 | Gravity | 1st Closed Beta Testing – December 27, 2006 2nd Closed Beta Testing – Febraury 23, 2007 3rd Closed Beta Testing – April 27, 2007 Open Beta Testing – May 28, 2007 |
Build 3369 |
Priston Tale 2 | Yedang Online | 1st Closed Beta Testing – Febraury 23, 2007 2nd Closed Beta Testing – June 8, 2007 3rd Closed Beta Testing – October 1, 2007 Pre-Open Beta Testing – Febraury 22, 2008 Open Beta Testing – Febraury 29, 2008 Launching – April 18, 2008 |
Build 3369 |
Martial Online | CATV NET | 2008 | Build 3369 |
Vanguard first Expansion | Sony Online Entertainment | TBA | build 3369 |
Dark Heaven On-Line | Frogster Studios | TBA 2009 | Build 3369 |
unannounced online FPS/RTS/RACING/RPG fusion genre MMOG | GameHi | TBA 2008 | Build 3369 |
Project | Developer | Started Beta or Service Released Date | Engine Build |
Exteel | NC Soft | 1st Closed Beta Testing – October 26, 2005 2nd Closed Beta Testing – December 21, 2005 Open Beta Testing – January 18, 2006 Launching – January 25, 2006 – (Korea) TBA 2007 – (North America / Europe) |
Build 2226 |
LandMass | WayPoint | 1st Closed Beta Testing – October 11, 2006 2nd Closed Beta Testing – October 27, 2006 3rd Closed Beta Testing – December 26, 2006 Open Beta Testing – May 11, 2007 |
Build 3369 |
Stoneage2 | Kingsoft | TBA 2007 | Build 3369 |
unannounced online FPS title | IMagic Entertainment | TBA 2008 | Build 3369 |
unannounced online MO title | Danal Entertainment | TBA 2008 | Build 3369 |
Released Projects
Unreal Engine 2 using released projects on more than 300 over titles, included all of the unknowned PC, Xbox, PS2, GmaeCube titles
Project | Developer | Release Date | Engine Build | |
America's Army * v1.0.0: Recon * v.1.0.1b: Operations ** v1.1.1: Operations (Marksmanship Pack) ** v1.2.0: Operations (Airborne Pack) ** v1.2.1: Operations (Map Pack) ** v1.3.0: America's Army: Operations (Mountain Pass) ** v1.4.0: America's Army: Operations (River Basin) ** v1.5.0: America's Army: Operations (Weapons Cache Special Edition) ** v1.6.0: America's Army: Operations (Radio Tower) ** v1.7.0: America's Army: Operations (Bridge Special Edition) ** v1.9.0: America's Army: Operations (Medics) * v2.0.0: Special Forces (Special Forces Assessment and Selection Process) ** v2.0.0a: Special Forces (Sandstorm) ** v2.1.0: Special Forces (Downrange) ** v2.2.0: Special Forces (Vanguard) ** v2.3.0: Special Forces (Firefight) ** v2.4.0: Special Forces (Q-Course) ** v2.5.0: Special Forces (Direct Action) ** v2.6.0: Special Forces (Link-Up) ** v2.7.0: Special Forces (Overmatch) ** v2.8.0: Special Forces (Coalition) ** v2.8.1: Special Forces (Overmatch) (Southern Methodist University Guildhall Map Pack) |
US Army | August 28, 2002 | Builds 829-3369 | |
Unreal Tournament 2003] | PC (Windows, Linux) / Macintosh – Digital Extremes | September 30, 2002 | Builds 1077-2225 | |
Tom Clancy's Splinter Cell | Ubisoft Montreal | Xbox – November 17, 2002 PC – Febraury 19, 2003 PlayStation 2 – April 8, 2003 GameCube – April 10, 2003 |
Build 829 | |
Unreal Championship | Digital Extremes | November 12, 2002 | Builds 927-1018 | |
Unreal 2: The Awakening] | Legend Entertainment | PC – February 3, 2003 Xbox – February 10, 2004 |
Builds 829-2001 | |
Tom Clancy's Rainbow Six 3: Raven Shield | Ubisoft Montreal | March 17, 2003 | Build 927 | |
Devastation]] | Digitalo Studios | March 28, 2003 | Build 2110 | |
Postal 2]] | Running with Scissors | April 14, 2003 | Builds 926-1337 | |
Tom Clancy's Rainbow Six 3 | Xbox – Ubisoft Montreal PlayStation 2 / GameCube – Ubisoft Shanghai |
Xbox – Octgober 28, 2003 PlayStation 2 – March 23, 2004 GameCube – June 15, 2004 |
Build 927 | |
Unreal Engine 2 Runtime Edition | Epic Games]] | October 31, 2003 | Builds 2226-2227 | |
XIII | Ubisoft Montreal | PC / PlayStation 2 – November 18, 2003 GameCube / Xbox – November 24, 2003 |
Build 829 | |
Magic the Gathering: BattleGrounds | Secret Level | PC / Xbox – November 18, 2003 | Build 829 | |
Desert Thunder | Brainbox Games | November 18, 2003 | Build 2226 | |
Deus Ex: Invisible War | Ion Storm Austin | PC / Xbox – December 2, 2003 | Build 777 | |
Unreal 2 XMP | Legend Entertainment | December 10, 2003 | Build 2226 | |
Postal 2: Share the Pain | Running with Scissors | December 17, 2003 | Builds 1407-1409 | |
Shrek 2 | KnowWonder | PC – March 3, 2004 | Build 2226 | |
Dead Man's Hand | Human Head Studios | Xbox – March 3, 2004 PC – March 18, 2004 |
Build 2110 | |
Tom Clancy's Rainbow Six 3: Athena Sword | Ubisoft Milan | March 9, 2004 | Build 927 | |
Unreal Tournament 2004] | PC (Windows, Linux) / Macintosh – Epic Games / Digital Extremes | March 16, 2004 | Builds 3120-3369 | |
Tom Clancy's Splinter Cell: Pandora Tommorow | Ubisoft Shanghai SinglePlayer Ubisoft Annecy MultiPlayer |
PC / Xbox – March 23, 2004 PlayStation 2 – June 16, 2004 GameCube – July 20, 2004 |
Build 2110 | |
Thief: Deadly Shadows | Ion Storm Austin | PC / Xbox – May 25, 2004 | Build 777 | |
Harry Potter and the Prisoners of Azkarban | KnowWonder | PC – May 25, 2004 | Build 2226 | |
Shadow Ops: Red Mercury | Zombie Studios | Xbox – June 15, 2004 PC – September 21, 2004 |
Build 2110 | |
Spider-Man 2 | Fizz Factor | PC – June 24, 2004 | Build 2226 | |
Tom Clancy's Rainbow Six 3: Black Arrow | Ubisoft Montreal | August 4, 2004 | Build 927 | |
Marine Heavy Gunner: Vietnam | Brainbox Games | August 22, 2004 | Build 2226 | |
Shark Tale | Amaze Entertainment | PC – September 27, 2004 | Build 2226 | |
[Tribes Vengeance | Tribes: Vengeance]] | Irrational Games | October 5, 2004 | Build 2500 |
Men of Valor | 2015 | Xbox – October 19, 2004 PC – October 26, 2004 |
Builds 926-2017 | |
Lemony Snicket's A Series of Unfortunate Events | KnowWonder | PC – November 10, 2004 | Build 2226 | |
Magna Carta: Crimson Stigmata (Japan / Korea) Magna Carta: Tears of Blood (North America / Europe) |
Softmax | November 11, 2004 (Japan) December 1, 2004 (Korea) November 16, 2005 (North America / Europe) |
Build 927 | |
Tom Clancy's Ghost Recon 2 | Ubisoft Shanghai (PlayStation 2 / Gamecube) Ubisoft Paris (PlayStation 2) |
PlayStation 2 – November 30, 2004 GameCube – March 15, 2005 |
Build 927 | |
Star Wars Republic Commando | LucasArts | March 1, 2005 | Build 2226 | |
Brothers in Arms: Road to Hill 30 | Gearbox Software | Xbox – March 1 PC / PlayStation 2 – March 15, 2005 Wii – June 3, 2008 |
Build 2227 | |
Combat: Task Force 121 (North America) America's Secret Operations (Europe) |
Direct Action Games | PC / Xbox – March 23, 2005 (North America) PC – January 26, 2006 (Europe) |
Build 2226 | |
Tom Clancy's Splinter Cell: Chaos Theory | Ubisoft Montreal (SinglePlayer / Co-op Mode) Ubisoft Annecy (Versus Mode) |
PC / Xbox / PlayStation 2 – March 28, 2005 GameCube – March 31, 2005 |
Builds 3339-3369 | |
SWAT 4 | Irrational Games | April 5, 2005 | Build 2226 | |
Unreal Championship 2: Liandri Conflict | Epic Games | April 18, 2005 | builds 3280-3323 | |
Pariah | Digital Extremes | PC / Xbox – May 3, 2005 | Build 3323 | |
Postal 2: Apocalypse Weekend | Running with Scissors | May 31, 2005 | Builds 1410-1411 | |
Tom Clancy's Rainbow Six 3: Iron Wrath | Ubisoft Casablanca | June 10, 2005 | Build 927 | |
Advent Rising | GlyphX | Xbox – May 31, 2005 PC – August 9, 2005 |
Build 927 | |
Brothers in Arms: Earned in Blood | Gearbox Software | PC / Xbox – October 6, 2005 PlayStation 2 – October 26, 2005 |
Build 2227 | |
Land Of The Dead: Road to Fiddler's Green | Brainbox Games | PC – October 20, 2005 Xbox – October 26, 2005 |
Build 2226 | |
America's Army: Rise of a Soldier | Secret Level | November 17, 2005 | Build 927 | |
The Regiment | Kuju Entertainment | Febrary 17, 2006 | Build 2226 | |
Tom Clancy's Splinter Cell: Essentials | Ubisoft Montreal | March 21, 2006 | Build 829 | |
World War II Combat: Road to Berlin (North America) Battlestrike: Secret Weapons (Europe) |
Direct Action Games | Xbox – January 24, 2006 PC – April 3, 2006 (North America) PC – March 27, 2007 (Europe) |
Build 2226 | |
SWAT 4: The Stetchkov Syndicate | Irrational Games | Febraury 28, 2006 | Build 2500 | |
Tom Clancy's Ghost Recon: Advanced Warfighter | Ubisoft Shanghai | Xbox – March 9, 2006 PlayStation 2 – March 28, 2006 |
Build 927 | |
[[RedOrchestra | Red Orchestra: Ostfront 41-45]] | Tripwire Interactive | March 14, 2006 | Builds 3323-3369 |
Magna Carta Portable | Softmax | May 25, 2006 | Build 927 | |
WarPath | Digital Extremes | PC – July 18, 2006 Xbox – July 24, 2006 |
Build 3323 | |
WWII Combat: Iwo Jima | Direct Action Games | Xbox – June 21, 2006 PC – June 25, 2006 |
Build 2226 | |
Open Season | Ubisoft Montreal | PC / PSP / PlayStation 2 / Xbox / Xbox 360 / GameCube – September 19, 2006 Wii – November 30, 2006 |
Build 3369 | |
Tom Clancy's Splinter Cell: Double Agent | Ubisoft Shanghai (Offline mode for next-gen version) Ubisoft Montreal (Offline mode for current-gen version) Ubisoft Annecy (Online mode) Offline mode for next-gen version – PC / Xbox 360 / PlayStation 3 Offline mode for current-gen version – Xbox / PlayStation 2 / GameCube / Wii Online mode – PC / Xbox / Xbox 360 / PlayStation 2 / PlayStation 3 |
Xbox 360 – October 17, 2006 Xbox/PlayStation 2 – October 24, 2006 GameCube – October 26, 2006 PC – November 7, 2006 Wii – November 28, 2006 PlayStation 3 – March 30, 2007 |
Build 3369 | |
Red Steel | Ubisoft Paris | November 17, 2006 | Build 3369 | |
Kung Fu: Deadly Arts | Bedlam Games | December 1, 2006 | Build 3369 | |
Brothers in Arms: D-DAY | Ubisoft Shanghai / Gearbox Software | December 5, 2006 | Build 2227 | |
Close Quarters Conflict | Direct Action Games | January 22, 2007 | Build 3369 | |
Redneck Kentucky and The Next Generation Chickens | City Interactive | March 2, 2007 | Build 3369 | |
Marine Sharpshooter 3 | Jarhead Games | May 28, 2007 | Build 3369 | |
Surf's up | Ubisoft | PC / Xbox / Xbox 360 / PlayStation 2 / PlayStation 3 / GameCube / Wii – June 1, 2007 | Build 3369 | |
BioShock | 2K Boston / 2K Australia | August 21, 2007 | Build 3369 | |
AGNI: Queen of Darkness | FXLabs Studios | Febraury 22, 2008 | Build 3369 |
Issues
- HoopWorld still based on Unreal Engine 2.5 with heavily modified and XBLA optimized from Virtual Toys
- BioShock not used UE3. that's used enhanced Tribes Vengeance engine. which heavily modified Unreal Engine 2.5 (PC, Xbox 360)
- Actually, truly BioShock used UE2.5. NOT UE3
- Splinter Cell: Conviction is NOT UE3. it's still based on Unreal Engine 2.5 (PC, Xbox 360)
- Yes, this is true
Wormbo: Stop the bullshitting already. True, BioShock development started with the Tribes Vengeance engine, but later switched to a modified UnrealEngine 3. This is even backed up by AMW's BioShock Interview Transcript:
AMN: Speaking of the graphics engine, it's running on Unreal 2.5 right?
Ken: No, we've moved to Unreal 3, we've done a lot of modifications on top of it, [...]
Spectator: Yes, Wormbo, you are right, but still issues now that, BioShock engine has not UE3's Ued Kismet assests.
MythOpus: Hence the term modified ?
Spectator: No, unknown yet.
Wormbo: Oh right, some random guy's statement is more relevant that the game developer's. :rolleyes: Let's settle on: "BioShock is a UE3 game that was upgraded from UE2.5 and doesn't implement the full feature set of UE3."
Game Programmer: I am a game programmer using the UE3. the BioShock engine is UE2. BioShock haven't UE3 features and UE3 UnrealEd. it have a UE2 features and system, modified UnrealEd 3.0 based on UE2.
Non-gaming Projects
Unreal Engine 2 Runtime Custom License is used in many non-gaming projects including construction simulations and designs, training simulations, driving simulations, educations, virtual reality shopping malls, movie storyboards, continuities, pre-visuals and etc
As of March 2008, more than 600 companies had a Unreal Engine 2 Runtime Licenses.
A Cases by
Licensees for Educations
- The Art Institute of Pittsburgh
Construction Simulations and Interior Designs
- Bentheim interior design
Multiple Licenses Companies (after 2008 at many titles)
- Amaze Entertainment
- City-Interactive
- FXLabs Studios
- Illusion (Japanses Developer)
- Groove Games
- Kingsoft
- Soft World
- Streamline Studios
- Gearbox Software
- 2K Australia
- 2K Boston
- Ubisoft
- 5TH Cell
- Chinesegamer International
Related Topics
- UnrealEngine2 Runtime
- Unreal Engine
- UnrealEd 3
- Ucc
- UPaint
- UDebugger
- Powered by Unreal Technology - The offical page for the Unreal Engine.
- Epic's list of Announced and Released projects using the Unreal Engine.
- Unreal Development Network – The official support site for Unreal Engine real-time technology.