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WhiteByte Master Cheater Reputation: 0
Joined: 29 Mar 2009 Posts: 404 Location: Visual Studio
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Posted: Mon Aug 10, 2009 4:09 pm Post subject: Grand List Of Game Engines |
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Game Engine List + Descriptions
AGE-
AGE is an independent game maker - or at least I want it to be. Right now it's an independent game maker if you have loads of media and a knowledge of programming. My big plan is to make it easy for anyone to make a game regardless of their programming or media creation skills. Right now I'm building a foundation for that. Sample media (objects, entities, images, and sounds) can be found on the website, by clicking on 'age' in the left-hand column (to open the menu).
Author Kohaku Doig
Graphics API DirectX Operating Systems Windows
Programming Language BASIC Status Alpha
Documentation Yes
Features
General Features Object-Oriented Design, Plug-in Architecture, Other:
Scripting
Compact, Object-Oriented scripting language gets things done fast and safely.
AGE editor enables you to position and navigate in your 3D world, as it will be shown, and to develop and edit code and run your build.
Supports plugins; simple terrain builder (based on heightmap & texture input) currently available, more planned! (And of course more can be made easily, as the API is open.)
Support for custom functions within the script editor.
Built-in Editors
Integrated script editor, linked to the entity and object selection menus. 'Script' affects current level, entities that are selected, have their code changed and then inserted, are one-off variations on the entity model.
Integrated 3D environment editor that enables you to view, modify, and place objects and scripted entities (although it is possible to make programs that do not use 3D at all.)
Syntax highlighting is supported within the AGE editor for scripts and entities.
Gui editor.
Physics Collision Detection:
Texturing Basic, Multi-texturing:
Scene Management General, Occlusion Culling, LOD:
Animation Keyframe Animation:
Meshes Mesh Loading:
Special Effects Billboarding, Depth of Field, Fog:
Terrain Rendering:
Networking System Client-Server:
Sound & Video 2D Sound:
Rendering Fixed-function, Fonts, GUI:
Artificial Engine
Artificial Engines are a group of libraries (.dlls) that help you develop games with .NET and DirectX. Artificial Engines provides the user with all underlying DirectX objects. Artificial Engines are a starting platform for any kind of games with support for rendering, physics, GUI and editor creation and even basic artificial intelligence. Artificial Engines are written in VB.NET with some unmanaged C# and C++ optimizations. While they can be used from any .NET programming language, AE offer VB developers the syntax goodies they are used to: optional parameters, case un-sensitivity and other goodies if you use Visual Studio.NET. Artificial Engines are completely free and you may use them as you like.
Author 3D-Level team
Graphics API DirectX Operating Systems Windows
Programming Language C#, VB.NET Status Productive/Stable
Documentation Yes
Features
General Features Object-Oriented Design, Plug-in Architecture:
Physics Basic Physics, Collision Detection:
Lighting Lightmapping:
Shadows Shadow Volume:
Texturing Basic:
Scene Management General:
Artificial Intelligence Pathfinding, Decision Making:
Rendering Fixed-function:
CryEngine
Real time editing, bump mapping, static lights, network system, integrated physics system, shaders, shadows and a dynamic music system are just some of the state of-the-art features the CryENGINE offers. The CryENGINE comes complete with all of its internal tools and also includes the CryENGINE Sandbox world editing system.
Author Crytek
Graphics API OpenGL, DirectX Operating Systems Windows, Xbox, Playstation, GameCube
Programming Language C/C++ Status Productive/Stable
Documentation Yes
Features
General Features Object-Oriented Design, Plug-in Architecture, Save/Load System:
Scripting Based on the popular LUA language. This easy to use system allows the setup and tweaking of weapons/game parameters, playing of sounds and loading of graphics without touching the C++ code.
Built-in Editors
CryENGINE Sandbox: Is a real-time game editor offering "What you see is what you PLAY" feedback.
Objects and buildings created using 3ds max or Mayaฎ are integrated within the game and editor.
Physics Basic Physics, Collision Detection, Rigid Body, Vehicle Physics:
Lighting Per-vertex, Per-pixel, Lightmapping, Gloss maps, Anisotropic:
Shadows Shadow Volume:
Texturing Basic, Multi-texturing, Bumpmapping, Mipmapping:
Shaders Vertex, Pixel, High Level:
Scene Management General, Occlusion Culling, LOD:
Animation Inverse Kinematics, Skeletal Animation, Animation Blending:
Meshes Mesh Loading, Skinning, Progressive:
Special Effects Environment Mapping, Lens Flares, Billboarding, Particle System, Sky, Water, Decals, Fog, Mirror:
Terrain Rendering, CLOD:
Networking System Client-Server:
Sound & Video 2D Sound, 3D Sound:
Artificial Intelligence Pathfinding, Decision Making, Scripted:
Rendering Fixed-function, Render-to-Texture:
Esthenal Engine
Esenthel Engine is a complete game development suit allowing to create fully featured AAA titles. It has been specifically designed for professional game development, which has been achieved by giving the developers full control over the game code mechanics, next generation graphics and a rich toolset drastically simplifying the game development process. While mainly targeted for the professional market, the engine is easy enough that it can also be used by independent teams or small companies with no prior game development experience.
Author Grzegorz Slazinski
Graphics API DirectX Operating Systems Windows
Programming Language C/C++ Status Productive/Stable
Documentation Yes
Features
General Features Object-Oriented Design, Save/Load System:
Built-in Editors World Editor, Mesh Editor, Gui Editor, Icon Maker, Converter, Calculator, Functions, Pak Viewer, Image Viewer, Synchronizer, Mouse Extend
Physics Basic Physics, Collision Detection, Rigid Body, Vehicle Physics:
Lighting Per-vertex, Per-pixel, Volumetric, Lightmapping, Radiosity, Gloss maps, Anisotropic, BRDF:
Shadows Shadow Mapping, Shadow Volume:
Texturing Basic, Multi-texturing, Bumpmapping, Mipmapping, Volumetric:
Shaders High Level:
Scene Management General, Octrees, Occlusion Culling, LOD:
Animation Inverse Kinematics, Forward Kinematics, Keyframe Animation, Skeletal Animation, Morphing, Facial Animation, Animation Blending:
Meshes Mesh Loading, Skinning, Progressive:
Surfaces & Curves Splines:
Special Effects Environment Mapping, Lens Flares, Billboarding, Particle System, Depth of Field, Motion Blur, Sky, Water, Fire, Explosion, Decals, Fog, Weather, Mirror:
Terrain Rendering:
Networking System Peer-to-Peer:
Sound & Video 2D Sound, 3D Sound, Streaming Sound:
Artificial Intelligence Pathfinding:
Rendering Raytracing, Raycasting, Deferred Shading, Render-to-Texture, Fonts, GUI:
Q Engine
The Q engine is a traditional scene-graph retained mode API combined with a cell-portal system to connect multiple scene graph spaces known as zones together. This group of APIs comprises the world management system of Q. The world management system uses a persistent object-database combined with an object management system to request and preload assets required to simulate and render a scene. Q supports an unlimited size of world database, the gating factor on performance being the number and size of zones in scope, i.e. the number and complexity of scene graphs being rendered and simulated. Q is designed to work as a streaming engine where new zones can be preloaded from CD while old zones are swapped out of memory. The key that enables Q to make this work lies in the ability to author and validate content to a fixed memory cache size and given load bandwidth with QStudio. Q also supports an innovative LOD management system that streams higher mesh and texture detail from the CD once all essential assets have been loaded.
Author Qube Software Ltd.
Graphics API OpenGL, DirectX Operating Systems Windows, Linux, Xbox, Playstation
Programming Language C/C++ Status Productive/Stable
Documentation Yes
Features
General Features Object-Oriented Design:
Scripting
Built-in Editors
Lighting Per-vertex, Gloss maps:
Shadows Projected planar:
Texturing Basic, Multi-texturing:
Scene Management General, BSP, Portals, Octrees, LOD:
Animation Keyframe Animation:
Meshes Mesh Loading, Skinning:
Special Effects Particle System, Sky:
Terrain Rendering:
Sound & Video 2D Sound, 3D Sound, Streaming Sound:
Rendering Fixed-function, Render-to-Texture:
Yake Engine
The Yake Engine is a component-based, object-oriented engine written in C++ and primarily designed for VR applications and games. It abstracts typical low-level and middleware APIs and provides various low, mid and application level functionality as well as tools to create and import content. Yake is currently used in projects ranging from a submarine ROV simulation over games to a Virtual Campus.
Author The Yake Team
Graphics API OpenGL, DirectX, Other Operating Systems Windows, Linux
Programming Language C/C++ Status Alpha
Documentation Yes
Features
General Features Object-Oriented Design, Plug-in Architecture:
Physics Basic Physics, Collision Detection, Rigid Body, Vehicle Physics:
Lighting Per-vertex, Per-pixel, Volumetric, Lightmapping, Gloss maps:
Shadows Shadow Mapping, Shadow Volume:
Texturing Basic, Multi-texturing, Bumpmapping, Mipmapping, Volumetric, Projected:
Shaders Vertex, Pixel:
Scene Management General, BSP, Octrees, LOD:
Animation Keyframe Animation, Skeletal Animation, Animation Blending:
Meshes Mesh Loading, Skinning, Progressive:
Special Effects Billboarding, Particle System, Sky, Water, Fire, Mirror:
Terrain Rendering, Splatting:
Sound & Video 3D Sound:
Artificial Intelligence Finite State Machines, Scripted:
Rendering Fixed-function, Render-to-Texture:
G3D 3D Engine
G3D is a commercial-grade 3D Engine available as Open Source (BSD License). It is used in games, tech demos, research papers, military simulators, and university courses. It can support real-time rendering, off-line rendering, back-end game server management of 3D worlds, and use of graphics hardware for general purpose computing.
Author Morgan McGuire
Graphics API OpenGL, DirectX, Software, Other Operating Systems Windows, Linux
Programming Language C/C++ Status Alpha
Documentation Yes
Features
General Features Object-Oriented Design:
Physics Collision Detection:
Lighting Volumetric:
Shadows Shadow Mapping, Projected planar, Shadow Volume:
Texturing Basic, Bumpmapping:
Shaders Vertex, Pixel:
Scene Management BSP, LOD:
Animation Keyframe Animation:
Meshes Mesh Loading:
Special Effects Environment Mapping, Lens Flares, Billboarding, Particle System, Sky, Water, Fire, Explosion, Fog, Mirror:
Terrain Rendering:
Networking System Client-Server:
Artificial Intelligence Scripted:
Rendering Fixed-function, Render-to-Texture:
DX Studio
DX Studio is a complete integrated development environment for creating interactive 3D graphics. The system comprises of both a real-time 3D engine and a suite of editing tools. The engine allows JavaScript control of everything from changing the background to editing meshes in real-time. You can also command and control documents from outside of the player using the ActiveX/COM interface. Using DX Studio you can build complete real-time interactive applications, simulations or games, for standalone use or for embedding in other Microsoft Office/Visual Studio applications. The playback engine in both EXE and ActiveX DLL forms can be redistributed without any further royalties.
Author Worldweaver Ltd.
Graphics API DirectX Operating Systems Windows
Programming Language C/C++, C#, Visual Basic 6, VB.NET Status Productive/Stable
Documentation Yes
Features
General Features Object-Oriented Design, Plug-in Architecture, Save/Load System, Other:
Scripting
Fully scriptable (JavaScript) for all events and actions
Complete runtime control of effects, meshes, materials, backgrounds, etc possible via script
File, Web and XML classes provided
Built-in Editors Drill down from document, to scene, to mesh, to vertex, to texture map.
Physics Basic Physics, Collision Detection, Rigid Body, Vehicle Physics:
Lighting Per-vertex, Per-pixel, Lightmapping, Radiosity, Gloss maps, Anisotropic:
Shadows Shadow Mapping, Shadow Volume:
Texturing Basic, Multi-texturing, Bumpmapping, Mipmapping, Volumetric, Procedural:
Shaders Vertex, Pixel, High Level:
Scene Management General, BSP, LOD:
Animation Keyframe Animation, Skeletal Animation, Facial Animation, Animation Blending:
Meshes Mesh Loading, Skinning, Tessellation, Deformation:
Special Effects Environment Mapping, Lens Flares, Billboarding, Particle System, Depth of Field, Motion Blur, Sky, Water, Fire, Explosion, Decals, Fog, Weather:
Terrain Rendering:
Networking System Client-Server:
Sound & Video 2D Sound, 3D Sound, Streaming Sound:
Artificial Intelligence Pathfinding, Decision Making, Finite State Machines, Scripted, Neural Networks:
Rendering Fixed-function, Raycasting, Render-to-Texture, Fonts, GUI:
Panda 3D
Panda3D is a powerful rendering engine for SGI, Linux, Sun, and Windows. The core of the engine is in C++. Panda3D/DIRECT provides a Python scripting interface and utility code. Panda3D can be used with or without Python. (Paper about Panda3D: http://www.python.org/pycon/dc2004/papers/29/ )
Author The Panda Development Group
Graphics API OpenGL, DirectX Operating Systems Windows, Linux, MacOS, SunOS
Programming Language C/C++, Python Status Productive/Stable
Documentation Yes
Features
General Features Object-Oriented Design, Other:
Scripting
Python scripting interface
Programming on the fly using interactive scripting in the Python shell
Built-in Editors
Direct tools for GUI-based scene editing
Particle effects API and GUI-based particle panel
Future plans: An easy to use but powerful and generic scene/level editing tool
Physics Basic Physics, Collision Detection, Rigid Body, Vehicle Physics:
Lighting Per-vertex:
Texturing Basic:
Shaders High Level:
Animation Skeletal Animation:
Meshes Mesh Loading, Skinning:
Special Effects Particle System, Fog:
Terrain Rendering:
Networking System Client-Server:
Sound & Video 2D Sound, 3D Sound, Streaming Sound:
Artificial Intelligence Finite State Machines:
Rendering Fixed-function, Stereo Rendering, GUI:
Original3D
Original3D is a simple but powerful tool for game creation - simple, because its based around the popular and easy to use BASIC programming language; and powerful, you can arrive nice effects & create a simple game in 30 minutes. Original3D includes many commands to help you out with game creation.
Author Original3D
Graphics API DirectX Operating Systems Windows
Programming Language BASIC Status Beta
Documentation Yes
Features
General Features Plug-in Architecture, Save/Load System, Other:
Scripting
Built-in Editors BuiltIn Script Editor , World Editor (coming soon)
Physics Basic Physics, Collision Detection, Rigid Body, Vehicle Physics:
Lighting Per-vertex, Per-pixel, Volumetric, Lightmapping, Gloss maps, Anisotropic:
Shadows Shadow Mapping:
Texturing Basic, Multi-texturing, Bumpmapping, Mipmapping, Projected, Procedural:
Scene Management General, BSP, LOD:
Animation Keyframe Animation, Morphing:
Meshes Mesh Loading, Deformation:
Special Effects Environment Mapping, Lens Flares, Billboarding, Particle System, Depth of Field, Motion Blur, Sky, Water, Fire, Explosion, Fog, Weather, Mirror:
Terrain Rendering, CLOD:
Sound & Video 2D Sound, 3D Sound, Streaming Sound:
Artificial Intelligence Pathfinding, Finite State Machines, Scripted:
Rendering Fixed-function, Fonts, GUI:
Source Engine
Author Valve
Graphics API DirectX Operating Systems Windows
Programming Language C/C++ Status Productive/Stable
Documentation Yes
Features
General Features Object-Oriented Design, Plug-in Architecture, Save/Load System:
Scalability; Dx6-Dx9 hardware supported
All code written in C/C++ using Visual Studio 6.0. Easily and quickly derive new entities from existing base classes.
Internal context sensitive performance monitoring system
Modular code design (via DLLs) allows swapping out of core components for easy upgrading or code replacement
Scripting
Built-in Editors
Graphics performance measurement tools built into the engine
Faceposer: tool used to craft speech and emotions
Valve Hammer Editor: *WYSIWYG World editor, *Create world brushes, *Terrain editor, *Place detailed world models and AI NPCs, *Set navigation points/paths for NPCs, *Place triggers, clip brushes, logic etc., *Allows level designer to hook up I/O between entities to control AI within the game
Half-Life Model Viewer: *Full model previewer, *Rotate models in any direction, *Setup hit boxes, *View physics hull, *View normals, *Wireframe, shaded or textured view modes.
Studiomdl: Model compiler
Vbsp, Vrad, Vvis: Map compilation tools (bsp, lighting and visibility)
VMPI: distributed compilation tool allowing level compiles to be spread across many pcs greatly reducing compile times
Physics Basic Physics, Collision Detection, Rigid Body:
More responsive world with realistic interactions
Sounds & graphics follow from physics
Can be controlled by level design
Kinematic animated bone followers
Custom procedural physics controllers
Vehicle: *Wheels slip and skid, *Realistic suspensions with springs on each wheel, *Individually tunable parameters such as horsepower, gearing, max speed, shift speed, tire material, tire friction, spring tension/dampening etc, *Hovercraft support for cheaper simulation
Ragdoll
Bouyancy
Obeys laws of mass
Lighting Per-vertex, Per-pixel, Lightmapping, Radiosity, Gloss maps:
Dynamic lights, vertex lighting and light maps, many light types including flickering, pulsing etc.
High-Dynamic Range lighting
Real-time radiosity lighting
Shadows Shadow Mapping:
Projected shadows allow for a large number of characters per scene
Texturing Basic, Multi-texturing, Bumpmapping, Mipmapping:
diffuse & specular bump maps
Shaders Vertex, Pixel, High Level:
Supports Shaders Version 2.0 and below
Dx9 shaders all written in HLSL
Scene Management BSP, Portals, Occlusion Culling, LOD:
Occluder entities for visibility blocking
Indoor/Outdoor environments
Animation Skeletal Animation, Morphing, Facial Animation, Animation Blending:
Layered animation system can synthesize complex animations out of several pieces
Meshes Mesh Loading, Skinning, Progressive, Deformation:
Detailed and believable characters
Realistic eyes: Focus on player/object, not simply parallel views; Proper eye "bulge" for realistic eye reflections
Simulated musculature provides outstanding emotions, speech and body language
Language independent speech, characters can naturally speak in many languages
XSI, Max and Maya .smd exporters for exporting 3D models
Surfaces & Curves Patches:
Special Effects Environment Mapping, Billboarding, Particle System:
Cube and environment mapping
Water with refraction and fresnel effects
Advanced particle system that can emit sprites or models
3D skyboxes extend the horizon and add parallax on distant objects
Dynamically rendered organics (grass, trees etc)
Terrain Rendering, CLOD:
Deformable terrain
Effects include but are not limited to: particles, beams, volumetric smoke, sparks, blood, environmental effects like fog and rain
Networking System Client-Server:
Time and gamer tested by millions of gamers around the world
Support for both LAN based multiplayer and Internet based multiplayer games
Prediction analysis for interpolating collision/hit detection
Optimizations for high-latency, high-packet loss 56k connections
Sound & Video 2D Sound, 3D Sound:
5.1 surround sound, 4 speaker surround and high-quality 3D spatialization
Custom software DSP and automatic DSP based on environmental geometry
ADPCM decompression
16-bit 44KHz, stereo wave data with all features
MP3 decompression (requires Miles license)
Support for audio streaming on any wave
Real-time wave file stitching
Pre-authored Doppler effect encoded waves
Pre-authored distance variant encoded waves
Artificial Intelligence Pathfinding, Decision Making, Finite State Machines, Scripted:
AI characters can interact with physically simulated objects
Ropes/cables, machines, constraint systems, ragdoll physics
I/O system allowing level designers to control AI
Sophisticated navigation: characters that run, fly, jump, crouch, climb stairs and ladders, and burrow underground
AI senses things using sight, sound, smell
AI relationships determine friend/foe status of other entities
Battle AI allows squads of AI characters to operate together, know when to advance, retreat, lay cover fire, etc.
Rendering Fixed-function, Render-to-Texture:
Instead of traditional textures, Source defines sets of materials that specify what the object is made from and the texture used for that object. A material specifies how an object will fracture when broken, what it will sound like when broken or dragged across another surface, and what that objects mass and buoyancy are. This system is much more flexible than other texture only based systems.
Materials can interact with objects or NPCs such as mud or ice for vehicles to slide/lose traction on
Server browser: Displays all active game servers and allows a player to choose which one to participate on. Players can filter and sort server lists in order to speed up the display and selection of a server.
Friends instant messenger: Allows players to message each other both in and out of the game as well as join friends in existing games. No more confusion about what server your friends are on, you can easily join with this feature.
VGUI: Custom GUI interface mimics most of the windows controls but is rendered using the Source engine for both in game and out of game uniform UI display. VGUI is platform independent and is Unicode compliant for ease of localization.
This Will Be Updated ASAP, I request a sticky.[/b]
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Last edited by WhiteByte on Mon Aug 10, 2009 4:15 pm; edited 1 time in total |
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Saifallofjmr Grandmaster Cheater Supreme Reputation: 4
Joined: 02 Apr 2007 Posts: 1450
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Posted: Mon Aug 10, 2009 4:12 pm Post subject: |
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Quake Engine:
Author Wouter van Oortmerssen & friends
Graphics API OpenGL Operating Systems Windows, Linux, MacOS
Programming Language C/C++ Status Productive/Stable
Documentation Yes
Features
General Features Save/Load System:
6 directional heightfield in octree world structure allowing for instant easy in-game geometry editing (even in multiplayer, coop edit).
Scripting Small but complete configuration/scripting language.
Built-in Editors
Physics Basic Physics, Collision Detection:
Robust physics written specifically for this world structure.
Lighting Per-vertex, Per-pixel, Lightmapping:
Lightmap based lighting with accurate shadows from everything including mapmodels, smooth lighting for faceted geometry, and fast compiles.
Shadows Shadow Mapping:
Soft shadowmap based shadows for dynamic entities.
Texturing Basic, Multi-texturing, Mipmapping:
Shaders Vertex, Pixel:
Pixel and vertex shader support, each model and world texture can have its own shader assigned. Supports normal and parallax mapping, specular and dynamic lighting with bloom and glow, environment-mapped and planar reflections/refractions, and post-process effects.
Scene Management General, Octrees, Occlusion Culling, LOD:
Animation Keyframe Animation, Animation Blending:
Meshes Mesh Loading:
Loading of md2/md3/md5/obj models for skeletal and vertex animated characters, weapons, items, world objects.
Special Effects Billboarding, Particle System, Sky, Water, Explosion, Fog:
Particle engine, supporting text particles, volumetric explosions, soft particles, and decals.
Terrain Rendering:
Networking System Client-Server, Master Server:
Network library designed for high speed games, client/server network system.
Sound & Video 2D Sound, 3D Sound, Streaming Sound:
Simple stereo positional sound system.
Artificial Intelligence Pathfinding, Decision Making, Finite State Machines:
Rendering Fixed-function, Fonts, GUI:
Rendering engine optimized for high geometry throughput, supporting hardware occlusion culling and software precomputed conservative PVS with occluder fusion.
3d menu/gui system, for in-world representation of choices.
Unreal Engine 3.0
Author Epic Games Inc.
Graphics API OpenGL, DirectX Operating Systems Windows, Linux, MacOS, Xbox360, PS3
Programming Language C/C++ Status Productive/Stable
Documentation Yes
Features
General Features Object-Oriented Design, Plug-in Architecture, Save/Load System:
Extensible, object-oriented C++ engine with software framework for persistence, dynamic loading of code and content, portability, debugging.
Designed with ease of content creation and programming in mind, with the goal of putting as much power as possible in the hands of artists to develop assets in a visual environment with minimal programmer assistance; and to give programmers a highly modular and extensible framework for building, testing, and shipping games in a wide range of genres.
Source control friendly software architecture, scalable to large teams and multi-platform projects.
Scripting
UnrealScript gameplay scripting language provides automatic support for metadata; persistence with very flexible file format backwards-compatibility; support for exposing script properties to level designers in UnrealEd; a GUI-based script debugger; and native language support for many concepts important in gameplay programming, such as dynamically scoped state machines and time-based (latent) execution of code.
Visual AI Scripting Tool enabling designers to create complex interactive in-game scenarios, such as player objectives, versatile triggering of game events, and interactive cinematics.
Built-in Editors
Visual physics modeling tool built into UnrealEd, supporting creation of optimized collision primitives for models and skeletal animated meshes; constraint editing; and interactive physics simulation and tweaking in-editor.
AI paths are viewable and editable by level designers in UnrealEd, allowing customization and hinting
"UnrealMatinee", a timeline-based visual sequencing, animation, and spline path tool. Designers use this to create in-game cinematics, both interactive and non-interactive by sequencing animations, moving objects including cameras, controlling sounds and visual special effects, and triggering gameplay and AI events.
Visual Sound Tool in UnrealEd gives sound designers complete control over sounds, sound levels, sequencing, looping, filtering, modulation, pitch shift, and randomization. Sounds parameters are separated from code to an extent that sound designers can control all sounds associated with gameplay, cinematics and animation sequences.
Physics Basic Physics, Collision Detection, Rigid Body, Vehicle Physics:
Rigid body physics system supporting player interaction with physical game object, ragdoll character animation, complex vehicles, and dismemberable objects.
All renderable materials have physical properties such as friction
Physics-driven sound
Fully integrated support for physics-based vehicles, including player control, AI, and networking
Lighting Per-vertex, Per-pixel, Volumetric, Lightmapping, Gloss maps, Anisotropic:
Support for all modern per-pixel lighting and rendering techniques including normal mapped, parameterized Phong lighting; virtual displacement mapping; light attenuation functions.
Shadows Shadow Mapping, Projected planar, Shadow Volume:
Advanced Dynamic Shadowing. Unreal Engine 3 provides full support for three shadow techniques: *Dynamic stencil buffered shadow volumes supporting fully dynamic, moving light sources casting accurate shadows on all objects in the scene. *Dynamic characters casting dynamic soft, fuzzy shadows on the scene using 16X-oversampled shadow buffers. *Ultra high quality and high performance pre-computed shadow masks allow offline processing of static light interactions, while retaining fully dynamic specular lighting and reflections.
pre-computed shadow masks; and pre-computed bump-granularity self-shadowing using spherical harmonic maps
All of the supported shadow techniques are visually compatible and may be mixed freely at the artist's discretion, and may be combined with colored attenuation functions enabling properly shadowed directional, spotlight, and projector lighting effects.
Texturing Basic, Multi-texturing, Bumpmapping, Mipmapping, Volumetric, Projected, Procedural:
Supports all modern texturing techniques.
Shaders Vertex, Pixel, High Level:
The material framework is modular, so programmers can add not just new shader programs, but shader components which artists can connect with other components on-the-fly, resulting in dynamic composition and compilation of shader code.
Scene Management General, BSP, Portals, LOD:
Full support for seamlessly interconnected indoor and outdoor environments with dynamic per-pixel lighting and shadowing supported everywhere.
Animation Inverse Kinematics, Keyframe Animation, Skeletal Animation, Facial Animation, Animation Blending:
Skeletal animation system supporting up to 4 bone influences per vertex and very complex skeletons
Animation is driven by a tree of animation objects including: Blend controllers, data-driven controllers, physics controllers, and procedural animation controllers.
Export tools for 3D Studio Max, Maya for bringing weighted meshes, skeletons, and animation sequences into the engine.
Meshes Mesh Loading, Skinning, Progressive, Tessellation, Deformation:
Most of our characters are built from two meshes: a realtime mesh with thousands of triangles, and a detail mesh with millions of triangles. We provide a distributed-computing application which raytraces the detail mesh and, from its high-polygon geometry, generates a normal map that is applied to the realtime mesh when rendering. The result is in-game objects with all of the lighting detail of the high poly mesh, but that are still easily rendered in real time.
Surfaces & Curves Splines, Patches:
Special Effects Environment Mapping, Lens Flares, Billboarding, Particle System, Depth of Field, Motion Blur, Sky, Water, Fire, Explosion, Decals, Fog, Weather, Mirror:
Volumetric environmental effects including height fog and physically accurate distance fog.
Terrain Rendering, CLOD, Splatting:
Artists can build terrain using a dynamically-deformable base height map extended by multiple layers of smoothly-blended materials including displacement maps, normal maps and arbitrarily complex materials, dynamic LOD-based tessellation, and vegetation layers with procedurally-placed meshes. Further, the terrain system supports artist-controlled layers of procedural weathering, for example, grass and vegetation on the flat areas of terrain, rock on high slopes, and snow at the peaks.
Networking System Client-Server, Peer-to-Peer:
Internet and LAN play is fully supported on PC and all console platforms.
Unreal Engine gameplay network programming is high-level and data-driven, allowing UnrealScript game code to specify variables and functions to be replicated between client and server to maintain a consistent approximation of game state. The low-level game networking transport is UDP-based and combines reliable and unreliable transmission schemes to optimize gameplay, even in low-bandwidth and high-latency scenarios.
Client-server model supporting up to 64 players as provided. Also supports non-dedicated server (peer-to-peer mode) with up to 16 players.
Supports network play between different platforms (i.e. dedicated PC serving console clients; Windows, MacOS and Linux clients playing together.)
A master server component is provided for tracking worldwide servers, providing filtered server lists to players, etc. Worldwide game stats tracking system.
Sound & Video 2D Sound, 3D Sound, Streaming Sound:
Support for all major output formats of each platform, including 5.1 surround sound and certification-quality Dolby Digital.
3D sound positioning, spatialization, Doppler shift
Supports all major sound formats of each platform, including PCM, ADPCM, console-specific proprietary sound compression formats, and Ogg Vorbis.
Support for sound streaming on consoles.
Artificial Intelligence Pathfinding, Decision Making, Finite State Machines, Scripted:
Rich multi-level AI system supporting path-finding, complex level navigation, individual decision making, and team-based AI.
Rendering Fixed-function, Render-to-Texture:
64-bit color High Dynamic Range rendering pipeline. The gamma-correct, linear color space renderer provides for immaculate color precision while supporting a wide range of post processing effects such as light blooms, lenticular halos, and depth-of-field.
Powerful material system, enabling artists to create arbitrarily complex realtime shaders on-the-fly in a visual interface that is comparable in power to the non-realtime functionality provided by Maya.
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Last edited by Saifallofjmr on Mon Aug 10, 2009 4:29 pm; edited 5 times in total |
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WhiteByte Master Cheater Reputation: 0
Joined: 29 Mar 2009 Posts: 404 Location: Visual Studio
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Posted: Mon Aug 10, 2009 4:13 pm Post subject: |
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Ill Add.
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SF I'm a spammer Reputation: 119
Joined: 19 Mar 2007 Posts: 6028
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Posted: Mon Aug 10, 2009 4:25 pm Post subject: |
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Moving to Game Development as it's more fitting there.
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WhiteByte Master Cheater Reputation: 0
Joined: 29 Mar 2009 Posts: 404 Location: Visual Studio
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Posted: Mon Aug 10, 2009 4:27 pm Post subject: |
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SF wrote: | Moving to Game Development as it's more fitting there. |
Can It be stickied? Thanks.
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clanner Master Cheater Reputation: 0
Joined: 26 Jul 2006 Posts: 290
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Posted: Tue Aug 11, 2009 8:35 pm Post subject: |
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Where are all the engines that make a simple 2D game like Mario/Cave Story? I have been looking but haven't been able to find one?
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hcavolsdsadgadsg I'm a spammer Reputation: 26
Joined: 11 Jun 2007 Posts: 5801
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Posted: Tue Aug 11, 2009 8:44 pm Post subject: |
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clanner wrote: | Where are all the engines that make a simple 2D game like Mario/Cave Story? I have been looking but haven't been able to find one? |
You may like Haaf's Game Engine, the engine source is available as well.
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clanner Master Cheater Reputation: 0
Joined: 26 Jul 2006 Posts: 290
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Posted: Thu Aug 13, 2009 2:59 pm Post subject: |
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Thanks! But I've found a different game engine called Troll2D. It seems simple to use but eh, plus Haaf's Game Engine website says its infected.
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