Unreal Engine Versions/1
Engine Development Credits
Unreal Engine Core System Design
- Tim Sweeney
Engine Development Management
- Tim Sweeney
Engine Management System
- Tim Sweeney
UnrealEd
- Tim Sweeney (pre UnrealEd 1)
- Warren Mashall (UnrealEd 2+)
Rendering Engine
- Tim Sweeney (Main)
- Erik De Neve (Sub)
- Daniel Vogel (Sub)
Physics Engine
- Tim Sweeney
Network Engine
- Tim Sweeney
Sound Engine
- Carlo Vogelsang
Music System
- Module Musics
A.I. System
- Steven Polge
Console Porting
- Brandon Reinhart (PlayStation 2 Porting)
Console Porting Outsourcing
- Secrel Level (Dreamcast Porting)
Builds Version
PC Version
- [Unreal] Builds 1~226 (32-bit Windows, 32-bit Linux, MacOS)
- first released out of box on Unreal build is 100
- [Unreal Tournament] Builds 300~436 (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
PlayStation 2 Version
- [Unreal Tournament] Builds 420~432
Dreamcast Version
- [Unreal Tournament] Builds 420~432
Engine Details
Rendering Technologies
- 3DFX Glide, S3 Metal, PowerVR SGL, Direct3D 6 (Builds 224), Direct 3D 7 (Builds 226), Direct3D 8 (Builds 436) and OpenGL (Builds 224+), 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
- Multicolored lighting
- 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
- Multiple channels of vertex animation support
- Skeletal animation support (Builds 432+)
- Decal support (Builds 300+)
- Light bloom
- Fog volume
- Volumetric lighting
- S3TC texture compression (Builds 400+)
- High resolution texture 1024x1024 size support (Builds 400+)
- Environment mapping support (Builds 300+)
- 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
- 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
- UnrealEd 1 – Builds pre 420
- UnrealEd 2 – Builds 420+
- Ucc
Projects
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 | Epic Games / [Digital Extremes] | May 25, 1998 | Build 100-226 |
Star Trek: The Next Generation: Klingon Honor Guard | Microprose | November 1, 1998 | Build 216-219 |
TNN Outdoor Pro Hunter | DreamForge Entertainment | December 1, 1998 | Build 216-220 |
[Unreal Mission Pack 1: Return to Na Pali] | Legend Entertainment | June 26, 1999 | Build 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 | Build 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 / PlayStation 2 – Epic Games / [Digital Extremes] Dreamcast – Secret Level |
PC – November 23, 1999 PlayStation 2 – October 21, 2000 Dreamcast – March 13, 2001 |
Build 338-436 |
Unrealty | Perilith Industrielle | May 18, 2000 | Build 405-436 |
Deus Ex | ION Storm Austin | June 23, 2000 | Build 400-436 |
[Star Trek: Deep Space Nine: The Fallen] | [Simon & Schuster] | October 27, 2000 | Build 338 |
[Rune] | [Human Head Studios] | October 31, 2000 | Build 420-436 |
[Clive Barker's Undying] | DreamWorks Interactive | February 21, 2001 | Build 420 |
[Adventure Pinball: Forgotten Island] | [Digital Extremes] | March 23, 2001 | Build 420 |
X-COM: Enforcer | Microprose | April 19, 2001 | Build 420 |
[Rune: Halls of Valhalla] | Human Head Studios | April 27, 2001 | Build 436 |
[Rune: Viking Warlord] | Human Head Studios | June 28, 2001 | Build 436 |
[Harry Potter and the Sorcerer's Stone] | KnowWonder | PC – November 16, 2001 | Build 436 |
Deus Ex: Conspiracy | ION Storm Austin | March 26, 2002 | Build 436 |
[Tactical Ops: Assault on Terror] | Kamehan Studios | April 23, 2002 | Build 436 |
Mobile Forces | Rage Software | May 11, 2002 | Build 436 |
[Harry Potter and the Chamber of Secrets] | KnowWonder | PC – November 8, 2002 | Build 436 |
Disney's Brother Bear | KnowWonder | November 11, 2003 | Build 436 |
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.