Always snap to grid
Difference between revisions of "Legacy:Unreal Engine Versions/2"
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| style="text-align: center" |'''''Engine Build''''' | | style="text-align: center" |'''''Engine Build''''' | ||
|- | |- | ||
− | |[http://www.sephiroth.co.kr/ Sephiroth | + | |[http://www.sephiroth.co.kr/ Sephiroth] |
|IMagic Entertainment | |IMagic Entertainment | ||
|Open Beta Testing – January 14, 2002<br />Launching – August 27, 2003 | |Open Beta Testing – January 14, 2002<br />Launching – August 27, 2003 | ||
|Build 926 | |Build 926 | ||
|- | |- | ||
− | |[http://www.lineage2.com Lineage 2 | + | |[http://www.lineage2.com Lineage 2 |
|NC Soft | |NC Soft | ||
|1st Closed Beta Testing – November 30, 2002<br />Open Beta Testing – July 9, 2003<br />Launching – October 1, 2003 (Korea)<br />April 27, 2004 (North America / Europe) | |1st Closed Beta Testing – November 30, 2002<br />Open Beta Testing – July 9, 2003<br />Launching – October 1, 2003 (Korea)<br />April 27, 2004 (North America / Europe) |
Revision as of 09:47, 27 February 2010
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] Secret Level's Builds 633~927 (PlayStation 2)
- [Unreal Warfare] Builds 633~927 (Secrel Level)
- Unreal Warfare project is a cancelled
- [Unreal Tournament 2003] Builds 927~2225 (32-bit Windows, 32-bit Linux, 32-bit Mac OS X)
- first released Unreal Tournament 2003 beta demo is build 927
- first released Unreal Tournemant 2003 official demo is build 1077
- first released out of box on Unreal Tournament 2003 build is 2136
- [Unreal Championship] Builds 927 (Xbox)
- [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 (Builds 829+, no additional cost)
- Enhancing "Karma" physics engine performance and extending supported vehicles physics (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 |
Splinter Cell: ConViction | Ubisoft Montreal | TBA 2010 | Build 3369 |
I Am Alive | Ubisoft Shanghai | TBA 2010 | Build 3369 |
MMOG Projects
Project | Developer | Started Beta or Service Released Date | Engine Build |
Sephiroth | IMagic Entertainment | Open Beta Testing – January 14, 2002 Launching – August 27, 2003 |
Build 926 |
[http://www.lineage2.com Lineage 2 | 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 2110~2227 |
Jinyong Online 2 | Chinese Gamer International | Launching – December 8, 2004 | Builds 2226 |
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 2226 |
San Guo Online | Kingsoft | Closed Beta Testing – Nov 2004 | Build 2226 |
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 Open Beta Testing &ndash January 25, 2008 Launching – November 27, 2008 |
Build 3323~3369 |
Huang Yi Online | Chinese Gamer International | Open Beta Testing – May 15, 2006 Launching – November 7, 2007 |
Build 3323~3369 |
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 2226 |
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 | Chinese Gamer Internatinal | Alpha Testing – March 7, 2008 Closed Beta Testing – April 3, 2008 Open Beta Testing - ? |
Build 3369 |
Martial Online 2 | Chinese Gamer Internatinal | Alpha Testing – November 18, 2008 Closed Beta Testing - ? |
Build 3369 |
Hero Online | Chinese Gamer Internatinal | Build 3369 | |
Priston Tale War | Yedang Online | 1st Closed Beta Testing – July 2, 2009 | Build 3369 |
Shui Hu Q Zhuan 2 | Firestone Software | TBA 2010 | Build 3369 |
MOG Projects
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 |
MetalRage | GameHi | Closed Beta Testing – December 30, 2008 Open Beta Testing – Janyary 13, 2009 Launching – May 26, 2009 |
Build 3369 |
Mission Against Terror | Kingsoft | April 9, 2008 | Build 3369 |
Crazy Shooter Online | Kingsoft | September 22, 2008 | Build 3369 |
X-SHOT | Kingsoft | April 8, 2009 | Build 3369 |
LOCO | DANAL | TBA 2010 | Build 3369 |
R.O.C. | IF Studio | Now Developing | Build 3369 |
Battery | NHN | TBA 2010 | Build 3369 |
Released Projects
Unreal Engine 2 using released projects on more than 300 over titles, included all of the unknowned PC, Xbox, PS2, GameCube 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 |
Twin Caliber | Rage Software | November 01, 2002 | Build 829 |
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 927-2225 |
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 | 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 |
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 |
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 – Xbox 360 / PC 2K Marin – PlayStation 3 IG Fun – iPhone/iPod mobile |
August 21, 2007 – Xbox 360 / PC October 23, 2008 – PlayStation 3 TBA 2009 – iPhone/iPod mobile |
Build 3369 |
America's Army (Arcade version) | GlobalVR | July 24, 2007 | Build 3369 |
INFERNO: Where Death Is Your Only Ally AGNI: Queen of Darkness |
FXLabs Studios | Febraury 22, 2008 | Build 3369 |
Marine Sharpshooter 4 | Groove Games | June 10, 2008 | Build 3369 |
Brothers in Arms Double Time | Demiurge Studios / Gearbox Software | September 23, 2008 | Build 2227 |
Killing Floor | Tripwire Interactive | May 15, 2009 | Build 3369 |
BioShock 2 | 2K Marin | Febraury 7, 2010 | Build 3369 |
BioShock engine history
- BioShock 1
- 2K Boston(Formerly Irrational Games Boston Studio): BioShock based on enhanced Tribes Vengeance engine(heavily modified Unreal Engine 2.5 build 2500) and some code steal from Unreal Engine 2.5 build 3369. this version called Vengeance engine 2.
- Irrational Games licensed the Unreal Engine 3 since 2006.
- 2K Australia(Formerly Irrational Games Australian Studio): joined BioShock. this team are some tech steal from Unreal Engine 3. but it's a reference. expect to write everything themselves(Irraional Games Australian Studio programming team).
- 2K Marin: BioShock conversion to PlayStation 3.
- BioShock 2
- 2K Marin: BioShock 2 based on BioShock 1 engine and enhancing engine such as new effects.
- 2K Australia: joined BioShock 2. added programming, art, level design, audio and scripting.
- Digital Extremes: joined BioShock 2. added multiplayer modes.
- Arkane Studios: joined BioShock 2. added design, animation and art.
Splinter Cell engine history
- Splinter Cell 1
- Ubisoft Montreal: Splinter Cell based on enhanced version of the Unreal Engine 2 build 829 without karma physics engine.
- Splinter Cell 2
- Ubisoft Shanghai: Splinter Cell Pandora Tomorrow singleplayer version based on some enhanced Splinter Cell 1 engine and some code steal from Unreal Engine 2 build 2110 with renderware physics engine.
- Ubisoft Annecy: Splinter Cell Shadow Strike based on Unreal Engine 2 build 2110 without karma physics engine. later changed Splinter Cell Pandora Tomorrow multiplayer modes.
- Splinter Cell 3
- Ubisoft Montreal: Splinter Cell Chaos Theory singleplayer/co-op mode based on enhanced version of Splinter Cell 1 engine and some code steal from Unreal Engine 2.5 build 3339. this version called SCX engine with havok physics 2 engine.
- Ubisoft Annecy: Splinter Cell Chaos Theory versus mode based on Splinter Cell Pandora Tomorrow multiplayer modes engine and some code steal from Unreal Engine 2 build 2226. without karma physics engine.
- Splinter Cell Essentials
- Ubisoft Montreal: Splinter Cell Essentials based on PS2 version of Splinter Cell Pandora Tomorrow singleplayer mode engine and optimized for PSP.
- Splinter Cell 4
- Ubisoft Shanghai: Splinter Cell Double Agent offline mode for next-gen version (PC/Xbox 360/PS3) based on enhaced version of SCX engine(enhancing for multithreaded) and some code steal from Unreal Engine 2.5 build 3369 with havok physics 2 engine.
- Ubisoft Montreal: Splinter Cell Double Agent offline mode for current-gen version(Xbox/PS2/GameCube/Wii) based on standard SCX engine and some code steal from Unreal Engine 2.5 build 3369 with havok physics 2 engine.
- Ubisoft Annecy: Splinter Cell Double Agent online mode based on enhacned version of Splinter Cell Chaos Theory versus mode engine with PhysX physics engine.
- Splinter Cell 5
- Ubisoft Montreal: Splinter Cell Conviction based on enhanced version of standard SCX engine(NOT based on Shanghai team's next-gen version of double agent engine). based on montreal team's Chaos Theory and current-gen version of double agent SCX engine and some improved engine with havok physics 3 engine. this version called LEAD engine.
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
- ETC
Construction Simulations and Interior Designs
- Bentheim interior design
- ETC
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.
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