Monday 3 November 2014

Unreal Engine

So in my last thrilling blog I discussed a game engine called Unity ( for anyone who didn't read it or was just too lazy or didn't care you can find it right here) which is (at least in my opinion) one of the easiest and most user friendly engines to use. So I decided to discuss another engine for this blog, that engine is the Unreal Engine.
Source: http://static.giantbomb.com/uploads/original/13/132775/2231753-image_unreal_engine_4_19497_2539_0022.jpg

What is The Unreal Engine?


Developed by Epic Games in 1998 for the first-person game Unreal, The Unreal Engine is a game engine that is a powerhouse in the gaming industry. The engine while initially developed for first-person shooters has been successfully used in other genres, from stealth, MMORPGs and other RPGs. Since the Unreal Engine is written the C++ coding language it features a high degree of portability and is a tool used by many game developers in today's industry.

The engine provides an editor interface for building game worlds and placing characters, a content browser for organizing and importing assets and a system for visual scripting called "Blueprints". It is available as a complete program and as uncompiled source code. This allows developers to easily do modifications of core features as well as allows for custom programming.

Source: http://www.itsartmag.com/features/UnrealEngine4-featdemo/1.jpg

Supported Platforms

 

  • Windows PC
  • Mac
  • IOS (iPhone/iPad)
  • Android
  • Xbox One
  • PlayStation 4

Versions

 

Currently there are four iterations of the Unreal Engine, each with there own licenses. 

Version 1

 

The 1st iteration of the Unreal Engine, which made its debut in 1998's first-person shooter, Unreal, with its modular engine architecture and the inclusion of a scripting language became one of the most popular engine in the market.  The engine integrated rendering, collision detection, AI, visibility, networking, scripting, and file system management as well as provided an advanced software rasterizer and a hardware-accelerated rendering path using the Glide API.

Source: http://upload.wikimedia.org/wikipedia/en/6/65/Unreal-GlideVoodoo1flyby.jpg

Version 2


With the release of America's Army in 2002 came the second version of the Unreal Engine, which saw the core code and rendering engine completely re-written. In addition, the engine's physics system was powered by the ragdoll physics which was found in Unreal Tournament 2003 and Unreal Championship. Along with upgrades to other aspects of the engine, Unreal Engine 2 now added support for the Game Cube and the Xbox.

There was the 2.5 version update to the engine which improved rendering performance and includes a vehicle physics, a particle editor and a 64-bit support systems.

Source: http://upload.wikimedia.org/wikipedia/commons/7/7c/Killing_Floor_Biohazard1.jpg

Version 3


In 2004  Epic Games release its 3rd iteration of their Unreal Game engine which broke away from Unreal Engine 2's fixed-function pipeline with the introduction of fully programmable shader hardware. The next version brought changes to it's rendering engine by providing support for a gamma-correct high-dynamic range renderer. Unlike its previous iteration, the Unreal Engine 3 expected that all content was in both high- and low-resolution and baked normal maps for run-time as well as using OpenGL for  multiple platform support. The new renderer supported advanced techniques such as HDRR, per-pixel lighting and dynamic shadows as well as updating many of the tools found in previous versions. The Unreal Engine 3 had some of the most significant updates to the engine to date, some updates including global illumination capabilities, soft body dynamics and large crowd simulation among others.

Due to the Unreal Engine 3's restriction on publishing and selling games to the engine's licenses, Epic Games released a free version of UE3's Software Development Kit to the general public. Game developers were able to sell their games by paying an initial fee of $99 and 25% royalty on revenue above $50,000.
Source: http://upload.wikimedia.org/wikipedia/commons/7/78/The_Ball_-_Screenshot_08.jpg

Version 4


The 4th and current iteration of the Unreal engine began development in 2008, and planned to feature real-time global illumination using voxel cone tracing which would eliminate pre-computed lighting. However in the 2012 release, that feature was replaced with a similar but less computationally-expensive algorithm because of performance concerns on the next-gen consoles. UE4 also included new developer features that reduced iteration time and allows programmers to update C++ code while the engine is running.  In addition, UE4 introduced a successor to UE3's kismet, called Blueprint, which is a visual scripting system that allows for rapid development  of game logic without the use of coding.

Along with the 4th version of the Unreal Engine Epic Games launched the Unreal Engine Market place that allowed the engine's subscribers to buy and sell community-created content. In addition, they released a variety of asset packs including full-scale environments, props, characters, sounds, materials, animated meshes, prefab C++ code and a number other asset types as free demos and tutorials on the new marketplace. Furthermore, Epic Games  released the Unreal Engine 4 for free to schools and universities for students in accredited video game development, computer science, art, architecture, simulation and visualization programs.

Source: http://cdn.slashgear.com/wp-content/uploads/2014/03/unrealengine4-820x420.jpg
For More Information on the Unreal Engine:

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