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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
  • 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

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.

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