| Home Page | Recent Changes

Unreal Engine Versions/3

Engine Development Credits

Unreal Engine Core System Design

  • Tim Sweeney

Engine Development Management

  • Tim Sweeney

Many Technologies Director

  • Tim Sweeney

Engine Management System

  • Steven Polge

UnrealEd

  • Warren Marshall
External Toolsets in UnrealEd
  • Many Middleware's Toolsets

Rendering Engine

  • Erik De Neve
  • Daniel Vogel
  • Andrew Scheidecker
  • Sam Zamani
  • Tim Johnson
  • All included Artificial Studios's Reality Engine's Technologies
Rendering Middleware
  • OC3 Entertainment's FaceFX Technology (no additional cost)
  • Digimask's Digimask SDK
  • Interactive Data Visualization's SpeedTreeRT
  • Geomerics's Enlighten (no additional cost)
  • Allegorithmic's ProFX (no additional cost)

Physics Engine

  • James Golding
Physics Middleware
  • Ageia's PhysX (no additional cost)

Network Engine

  • Steven Polge
Network Middleware
  • Quazal Technologies's Rendez-Vous
  • Quazal Technologies's Spark

Sound Engine

  • Daniel Vogel
Sound Middleware
  • OpenAL Audio System
  • Fonix Speech's VoiceIn Technology

Music System

  • Ogg Vorbis

A.I. System

  • Steven Polge
A.I. Middleware
  • Engenuity's AI Implant (no additional cost)
  • Kynogon's Kynapse A.I. (no additional cost)

Console Porting

  • Josh Adams
  • Dave Burke
  • Ron Prestenback
  • Scott Sherman
  • Niklas Smedberg
  • Sam Zamani
  • Daniel Wright

Unreal Engine 3 Integrated Partners Program (Unreal Engine 3 IPP) List and Announced Date

The Unreal Engine 3 Integrated Partners Program is a program designed to help developers take advantage of 3rd party technologies, with guaranteed support and compatibility for the most popular game engine this generation. Epic is selecting companies whose software is cross-platform compatible and complements the goals of Unreal Engine 3. IPP members have full access to Unreal Engine 3 source code and updates.

  • Ageia's PhysX (February 23, 2004)
  • OC3 Entertainment's FaceFX Technology (October 18, 2005)
  • RAD Game Tools's Bink Video (Semtember 25, 2006)
  • Quazal Technologies's Rendez-Vous (September 28, 2006)
  • Quazal Technologies's Spark (September 28, 2006)
  • Fonix Speech's VoiceIn (October 2, 2006)
  • Engenuity's AI Implant (October 3, 2006)
  • Interactive Data Visualization's SpeedTreeRT (October 5, 2006)
  • Digimask's Digimask SDK (November 1, 2006)
  • Kynogon's Kynapse A.I. (November 2, 2006)
  • Geomerics's Enlighten (February 19, 2007)
  • Allegorithmic's ProFX (March 1, 2007)

Build Versions

PC Version

  • [Unreal Engine 3] Builds 3500~? (32-bit Windows XP/Vista, 32-bit Linux, 64-bit Windows XP/Vista, 64-bit Linux, 32-bit Mac OS X, 64-bit Mac OS X)

Xbox 360 Version

  • [Unreal Engine 3] Builds 3500~?

PlayStation 3 Version

  • [Unreal Engine 3] Builds 3500~?

Engine Details

Rendering Technologies

  • Direct3D 9/10, OpenGL 2 support
  • Improved and enhanced hybrid scene management
  • 64-bit and 128-bit color High Dynamic Range lighting and rendering pipeline
    • Full day-night cycle with sunrise and sunset effects
  • Many post-processing effects
    • Light bloom
    • Lenticular halos
    • Depth-of-field
    • Motion blur
      • Full scene
      • Object-base
      • Some scene
    • Image based lighting
    • Image based rendering
    • Many more
  • New LOD system
    • Dynamically deformable terrain rendering system
      • With 'real' displacement mapping (a.k.a. vertex texture fetch or dynamic vertex texturing)
    • Dynamic LOD for all meshes
    • Full dynamic object for all environments
  • Terrain system
    • With LOD
    • With height-mapped
    • With voxel rendering
    • Procedural vegetation layer
      • Included Interactive Data Visualization's SpeedTreeRT (Unreal Engine 3 IPP)
    • Seamlessly interconnected indoor and outdoor environments
  • Many shadowing techniquies
    • 100% fully dynamic real-time fuzzy soft shadows for all environments
    • 16x sampled shadow depth buffers for characters
    • Stencil shadow volumes for dynamic lights
    • Pre-computed shadow-masks for static lights
    • With self-shadowing
      • With all normal mapping techniquies
      • With all displacement mapping techniquies
    • With all lighting techniquies
    • Many more soft shadowing techniquies
  • Support for shader models 2, 3 and 4
    • Geometry shader support
  • Support for shader model 5 with OpenGL 2.x and DirectX 10.1 (SOON)
  • Extensible material shader system
    • HLSL, CG, GLSL shader language support
  • Deferred shading
  • Many volumetric effects
    • Height fog
    • Height water
    • Height fire
  • Advanced extensible particle system
    • Soft particles
      • Volumetric particles
        • Volumetric explosions
        • Volumetric clouds
        • Volumetric fire
        • Volumetric water drop
        • Volumetric blood
        • Volumetric dust
        • Volumetric rain
        • Volumetric snow
        • Volumetric hail
        • Many more
    • Voxel-based particle effects
  • Many per-pixel lighting techniquies
    • Parameterized phong shading
    • Spherical harmonic lighting
      • Real-time spherical harmonic maps for all lighting types
    • Real-time ambient lighting
      • Real-time ambient maps for all lighting types
    • Radiosity lighting
      • Fully real-time PRT(Precomputed Radiance Transfer) radiosity pipeline support
    • Global illumination
      • Fully real-time true beam tracing global illumination for dynamic lights
      • Included Geomerics's Enlighten (Unreal Engine 3 IPP)
    • Volumetric lighting
    • Sub-surface scattering
    • Real-time point light
    • Real-time sun light
    • Real-time directional light
    • Real-time spot light
    • Real-time diffuse light
    • Real-time specular light
    • Real-time shiny light
    • Real-time gloss light
    • Real-time opacity light
    • Real-time spread light
    • Real-time emissive light
    • Real-time light beams
    • Real-time light shafts
    • Many more lighting techniquies
  • Many normal mapping techniquies
    • Parallax mapping
      • Steep parallax mapping
      • Bump offset mapping
    • Offset mapping
      • Per-pixel displacement mapping with distance function
      • Parallax mapping with offset limiting
      • Relief mapping
    • Relief texture mapping
      • View dependent displacement mapping
      • Relief texture method
      • Virtual displacement mapping
    • With self-shadowing
    • With z-bias correction
  • 'Real' displacement mapping (a.k.a. vertex textures fetch or dynamic vertex texturing)
    • With LOD based tesseration and deformation
    • With real-time lighting
    • Displacement mapped water effects
    • Displacement mapped snowy effects
  • Voxel rendering system
    • Voxel-based terrain
    • Vexel-based environment
    • Voxel objects
    • Voxel rendering system for hardware accelated
      • Static voxel objects
      • Dynamic voxel objects
  • Real-time fully dynamic weather effects including rainy, snowy, windy, hail and cloudy with volumetrically and physically, interactivity in environments
  • 64-bit colored 8192x8192 size texture support
  • Latest builds version for support texture color and resolution up to 128-bit colored 16384x16384
  • Non-power-of-two size texture support
  • Anti-tiling techniques such as advanced modified ClipTexturing and more technologies
  • Many animation system
    • Vertex animation
    • Skeletal animation
    • Smooth-skinned geometry
      • With LOD
      • Procedural skeletal controllers
      • Procedural motion warping
    • Included OC3 Entertainment's FaceFX Technology (Unreal Engine 3 IPP)
    • Included Digimask's Digimask SDK (Unreal Engine 3 IPP)

Other Features

  • Very flexibility and extensible Unreal Engine Core System Technology
    • 100% pure Unreal Engine 3 source code (it's not FPS based engine), editing toolsets and utilities
    • C++ Modulaty
      • Distinctly separation game modules, engine modules and all of the entirely fine parts modules
        • But very interlocked functioning on all of modules
        • Very flexibility expansions of add/modify/extending new modules
    • UnrealScript based networked engine management system
      • No hard-limited native source controls for very interlocked functioning on all of modules
        • Very easily user customizations for MODDING
      • All UnrealScript plug-in modules are use at once in UnrealEd
      • All UnrealScript plug-in modules codes add/modify/extending for in script editor for UnrealEd
        • All UnrealScript coding at in the visual scripting editor for UnrealEd
  • UnrealCascade extensible particle system with visual editor
  • UnrealMatinee cutscene toolset vast improving
  • UnrealKismet visual scripting editor for UnrealEd
  • Vast improved visual material shader editor for UnrealEd
  • Improved GUI editor
  • Offline rendering system
  • Network-level editing system
  • Play In Editor real-time editing for immediate in-game WYSIWYG editing functions for UnrealEd
  • AnimTree advanced WYSIWYG real-time animation tree editing toolset for UnrealEd
  • AnimSet advanced WYSIWYG real-time animation sequence setting toolset for UnrealEd
  • UnrealPhAT advanced WYSIWYG real-time physics editor for UnrealEd
  • Included AGEIA's PhysX physics engine (Unreal Engine 3 IPP)
  • Physics-based animation
  • Vast improved advanced WYSIWYG real-time terrain editing toolset for UnrealEd
  • COLLADA import pipeline
  • SoundQue dynamic environmental audio system toolset for UnrealEd
  • Advanced dynamic environmental audio system for perfective in mixing
    • Interactive dynamic music
    • Dynamic environmental sound
  • Dynamic streaming system
    • Seamless loading system
    • Background loading system
    • zone-based loading system
  • Fully multi-threaded rendering and all of it
  • Included all of the technologies of Reality Engine
  • 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 Engine 3 IPP)
  • 3D Studio MAX, MAYA and Softimage's XSI MOD Tool Plug-ins
  • Client-server model supporting up to 64 players as provided
  • Included Quazal Technologies's Rendez-Vous (Unreal Engine 3 IPP)
  • Included Quazal Technologies's Spark (Unreal Engine 3 IPP)
  • Included Fonix Speech's VoiceIn Technology (Unreal Engine 3 IPP)
  • Advanced customizable A.I. system
    • Customization of dynamic path-finding system
    • Customization of BOT A.I. system
    • Customization of teamwork A.I. system
    • Customization of vehicles A.I. system
    • Customization of singleplayer-based games A.I. system
  • Included Engenuity's AI Implant (Unreal Engine 3 IPP)
  • Included Kynogon's Kynapse A.I. middleware solution (Unreal Engine 3 IPP)
  • Real-Time performancing analysis toolset

Development Tools

Projects

Announced Projects

Currently developing with uses Unreal Engine 3 games on over than 600 more titles

Project Developer Release Date Engine Build
[All Points Bulletin] Real Time Worlds
America's Army v3.0 U.S. Army
America's Army: Real Heroes U.S. Army
[A.V.A.] Red Duck
A4 (codename) AniPark
[BioShock] Irrational Games
Triple-A (codename) Bedlam Games
[BlackSite: Area 51] Midwady
B-Project (codename) CJIG
Black Powder Red Earth Echelon Studios
[Brothers in Arms: Hell's Highway] Gearbox Software
[Crimecraft] Vogster Entertainment
Daybreakers Trilogy Studios
DC Comics/Universe Online (untitled) Sony Online Entertainment
Dead Space Electronic Arts
Earth No More Recoil Games
Empire Chair Entertainment
End All Wars Kuju Entertainment
[Elveon] 10Tacle Studios
EverQuest 3 Sony Online Entertainment
Fall of Liberty Spark Unlimited
Fatal Inertia Koei
[Frontlines: Fuel of War] KAOS
[Fury] Auran
[Global Agenda] Hi-Rez Studios
[Halo Wars] Ensemble Studios
Hei$t inXile Entertainment
Hour of Victory Midway
[Huxley] Webzen
Interstellar Marines Zero Point Software
Lineage 3 NC Soft
[Lost Odyssey] Mistwalker
Magna Carta 2 Softmax
[Mass Effect] BioWare
Medal of Honor: Airborne Electronic Arts Los Angeles
Mortal Kombat 8 Midway
Parabellum Acony
Sephiroth 2 Imagic Entertainment
Project M (codename) Red Duck
Project M (codename) NC Soft
unannounced Online FPS Project NC Soft
unannounced Online FPS Project SK i-media
unannounced MMORPG Project NC Soft
unannounced Online Casual Game Project NC Soft
Project New Jersey Obsidian Entertainment
Rogue Warrior Zombie Studios
Section 8 Timegate Studios
Sony Online Mercenary MMO (untitled) Sony Online Entertainment
The Agency Sony Online Entertainment
Sony Online Whimsical MMO (untitled) Sony Online Entertainment
Stargate Worlds Cheyenne Mountain Entertainment
[Stranglehold] Tiger Hill Entertainment
Swat 5 Videndi Universal Games
The Last Remnant Square Enix
Tom Clancy's EndWar Ubisoft
Tom Clancy's Firehawk Ubisoft
[Tom Clancy's Rainbow Six: Vegas 2] Ubisoft
[Too Human] [Silicon Knights]
new Turok Propaganda Games
Undertow Chair Entertainment
Unreal Tournament 3 Epic Games
Vanguard: Second Expansion Pak Sigil Games Online
Warmonger NetDevil
[Wheelman] Tigon Studios
new X-COM Irrational Games

Released Projects

Project Developer Release Date Engine Build
[Roboblitz] [Naked Sky Entertainment] PC – November 6, 2006
Xbox 360 – December 6, 2006
[Gears of War] Epic Games November 7, 2006
[Tom Clancy's Rainbow Six: Vegas] Ubisoft Montreal Xbox 360 – November 20, 2006
PC – December 12, 2006
PS3 / PSP – January 30, 2007
[Monster Madness: Battle for Suburbia] Southpeak Interactive June 12, 2007

Non-gaming Projects

Unreal Engine 3 Runtime Custom License is used in many non-gaming projects including construction simulation and design, training simulation, driving simulation, virtual reality shopping malls, movie storyboards, continuity, pre-visual, etc. According to Mark Rein, no such license exists from the architecture. The only form available is Unreal Engine 3 with the toolset and sourcecode meant for games.

License Companies

Single License Companies

  • 2015
  • Perception
  • Tripwire Interactive

Multiple Licenses Companies

  • Activision
  • AniPark
  • Atari
  • Artificial Studios
  • Bethesda Softworks
  • Buena Vista Games
  • Capcom
  • Chair Entertainment
  • CJ Entertainment
  • Codemasters
  • Cranky Pants Games
  • Eidos Interactive
  • Electronic Arts
  • Foundation 9 Entertainment
  • Gearbox Software
  • GlyphX
  • Groove Games
  • High Moon Studios
  • Hi-Rez Studios
  • Imagic Entertainment
  • inXile Entertainment
  • Irrational Games
  • Jowood Productions
  • Koei
  • Konami
  • Kuju Entertainment
  • Lucky Chicken Games
  • Mad Dog
  • Majesco Games
  • Microsoft Game Studios
  • Midway Games
  • Mind Control Software
  • Namco Bandai Games
  • NASA
  • NC Soft
  • Nikitova
  • NetDevil
  • NHN
  • Real Time Worlds
  • Recoil Games
  • Rocksteady Studios
  • Red Duck
  • Sega
  • Sigil Games Online
  • Softmax
  • Sony Computer Entertainment
  • Sony Online Entertainment
  • Spark Unlimited
  • Spellborn International
  • Streamline Studios
  • Square Enix
  • SK i-media
  • Surreal Software
  • Take Two Interactive
  • THQ
  • Tiger Hill Entertainment
  • Tigon Studios
  • TimeGate Studios
  • TQ Digital Entertainment
  • Trilogy Studios
  • Ubisoft
  • Virtual Heroes
  • Vision Studios
  • Vivendi Universal Games
  • Webzen
  • Yager Development
  • Zombie Studios

Related Topics


Category Game

The Unreal Engine Documentation Site

Wiki Community

Topic Categories

Recent Changes

Offline Wiki

Unreal Engine

Console Commands

Terminology

FAQs

Help Desk

Mapping Topics

Mapping Lessons

UnrealEd Interface

UnrealScript Topics

UnrealScript Lessons

Making Mods

Class Tree

Modeling Topics

Chongqing Page

Log In