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The Epic in Unreal Engine 3

CNN's Game On column has a look at Gears of War developer Epic Games. The piece goes into the company's success as a tools merchant as well as a game developer. They discuss the excitement that Unreal Engine 3 has generated, both for AAA and less ambitious titles. From the article: "Several titles, including the forthcoming 'HoopWorld' and 'RoboHordes,' will use the engine for less than AAA games. And don't be surprised if educational titles or children's games use the engine as the Xbox 360 reaches the end of its life cycle. While Epic will continue enhancing and improving Unreal Engine 3 for the next four or five years, work has already begun on Unreal Engine 4, which the company sees as a powering force for the fourth PlayStation and third Xbox machines."

82 comments

  1. Use the engine on their other franchises by smbarbour · · Score: 3, Funny

    What I want to know, is when can I expect Jazz Jackrabbit to use the Unreal 3 engine?

    1. Re:Use the engine on their other franchises by MikTheUser · · Score: 1

      I never thought I'd ever find another Jazz JAckrabbit fan :D

    2. Re:Use the engine on their other franchises by RingDev · · Score: 4, Interesting

      And what about the old Commander Keen series. 'Aliens ate my Babysitter' and what not. I wouldn't mind riding a pogo stick through some UR3 environments ;)

      -Rick

      --
      "Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
    3. Re:Use the engine on their other franchises by _xeno_ · · Score: 2, Informative

      You're never going to see Commander Keen in an UR3 environment, though.

      The people who made that game have since moved on to other games that a few people may have heard about, games such as Wolfenstein, Doom, and Quake.

      (Plus I think Doom II featured a hidden dead Commander Keen anyway.)

      Although they did license a GBA version of Commander Keen that was apparently terrible. Too bad, because Commander Keen 4 was one of my favorite games on the PC at the time.

      I've been thinking about side-scrolling 3D games - Crash Bandicoot essentially did it in some places (mostly bonus levels), and it was a lot of fun. I'd really like to see some more basic side-scrolling games like done like that. The controls would be just like classic SMB3, but the graphics would be in 3D. I think games like that still have a market, somewhere. I hope so, at least.

      --
      You are in a maze of twisty little relative jumps, all alike.
    4. Re:Use the engine on their other franchises by KDR_11k · · Score: 1

      Jazz Jackrabbit and Commander Keen are incompatible, anyway. Id Software's games regularly proclaim "The Dopefish lives" but in Jazz Jackrabbit 2 it was said that "Spaz ate the Dopefish".

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    5. Re:Use the engine on their other franchises by Jaysyn · · Score: 1

      There have been some nice 2D modifications for the various Unreal Engines. Alien Swarm comes to mind.

      Jaysyn

      --
      There is a war going on for your mind.
    6. Re:Use the engine on their other franchises by Rifter13 · · Score: 1

      That would be very cool. Jazz Jackrabbit and Gauntlet are how I got my wife into playing games, back when we were dating. :-) I really miss that game.

    7. Re:Use the engine on their other franchises by Anonymous Coward · · Score: 0

      The new DS Mario game looks like it will be what you're looking for. A side scroller but with 3D graphics.

    8. Re:Use the engine on their other franchises by Anonymous Coward · · Score: 0

      Sorry, did i miss something, a CK game using an epic (mega)games graphics engine? That's like Openoffice adopting microsoft XML as its native file formats! Do you remember nothing of the fierce rivalry between Apogee and Epic?

      Apogee of course coming out on top every time.

    9. Re:Use the engine on their other franchises by F_Scentura · · Score: 1

      Top down is not 2D.

    10. Re:Use the engine on their other franchises by Jaysyn · · Score: 1

      Excuse me? If you aren't using the 3rd dimension (height) then yes, that would in fact be 2 dimensions. Other than that, there is a mutator that will let you play the entire game as a side scroller.

      Jaysyn

      --
      There is a war going on for your mind.
    11. Re:Use the engine on their other franchises by Anonymous Coward · · Score: 0
  2. Looking too far ahead? by karolgajewski · · Score: 5, Insightful

    It's really disappointing to see the industry try and reach for the stars (already talking about the end of the 360 lifecycle when titles are still coming out for the original Xbox) with vague promises of better engines.

    How much better? What is there left to make totally realistic?

    From text adventures where you interacted with set definite objects, to games like Wolf3D, to Doom (and the beginning of the whole multiplayer craze) to the first Unreal (which made the whole looking up and down really important) to the second and third Unreal engines. Is there anyone who can really say that there is really that much more to be done in terms of physics and movement?

    One would figure that once you iron out the engine and it works well, you then improve the artwork, and after that, you should really improve gameplay and build on the replay value. Too many games these days could damn well be one game with different maps and skins.

    --
    - .k. -
    1. Re:Looking too far ahead? by Senobyzal · · Score: 5, Insightful
      We've got a ways to go, IMO. Physics engines have gotten a lot better, but as machines get more powerful, I hope to see more fully-destructable, persistent environments, more accurate facial and movement simulations, longer draw distances, and other improvements. When I had friends come over and see the latest NBA2k game on my 360, folks were blown away; some said that it looked "almost like TNT". But after a few minutes, you could see the flaws in the character animations, limits to the crowd drawing, etc.

      We will hit photo-realistic in the not-too-distant future, but we're not quite there yet. I'm glad to see that folks like Epic keep pushing the envelope.

    2. Re:Looking too far ahead? by Eightyford · · Score: 1

      How much better? What is there left to make totally realistic?

      People have been saying that for years. There is still a lot of room to grow. For example, most every game should eventually have the changable terrain that we saw in Red Faction. Also, the in-game characters still have a lot of room to grow in terms of realistic movement.

    3. Re:Looking too far ahead? by Anonymous Coward · · Score: 1, Interesting

      Is there anyone who can really say that there is really that much more to be done in terms of physics and movement?

      There is. Look at the game Red Faction, which is now five or six years old (I believe.) It had a thing called "Geo-Mod", which meant you could use rockets and mines to blow holes in walls. It was great in multiplayer because you could dig a hiding place to sit with a rail gun, or dig a tunnel (or destroy a bridge) to the other team's base, giving yours a tactical advantage that would be different every map. Unfortunately no other developer ever picked it up, and they're still putting out games where the details in the maps are static and painted on, except for a container here or there to check for health.

      How about an engine that lets you really, truly interact with an environment? Not just to blow permanent holes in the wall, but to move the "background" objects, to set traps and barriers and use them to your advantage (and not just a few set props in a few predetermined areas, like some games do now.) Imagine a game where you could walk into, say, a realistic kitchen and use every single item as a weapon-- a fork, the refridgerator door, a mop handle, a cup of hot coffee... Or a wilderness game where you could set tripwires and poison dart traps anywhere. We have the physics of movement, projectile trajectory etc. down pretty well, now how about giving us better sandboxes to play in?

    4. Re:Looking too far ahead? by cornface · · Score: 0

      How much better? What is there left to make totally realistic?

      The last few jumps in graphics have been stupid.

      - Lens flare!

      - make everything blurry.

      - make everything shiny.

      - make everything bumpy.

      - make everything washed out (HDR).

      Pretty disappointing. Oblivion is the poster child for why you shouldn't combine every effect available. It doesn't look realistic. It looks way too shiny, way too bumpy, and way too washed out. HDR is the dumbest effect yet. Sorry, but when I walk outside from a dark room, my arms don't start glowing...

      I'm guessing the next generation of graphics engines will deliver these amazing new effects:

      - make everything really dark!

      - make everything blink!

      - make everything green!

      and finally

      - make everything out of $600 graphics cards!

    5. Re:Looking too far ahead? by slavemowgli · · Score: 4, Insightful

      What is there left to make totally realistic?

      I don't know, but I remember feeling the same way when DOOM first came out in 1993 - how more realistic could a video game get? But time has told that a *lot* of things could still be improved, and time will tell the same thing 10 or 12 years down the road from now again, too.

      Keep in mind that in hindsight, everything's obvious - the fact that it's much easier for you to look back at the progress already made than it is to envision the progress that still lies in the future does not mean that there won't be any significant progress in the future anymore.

      --
      quidquid latine dictum sit altum videtur.
    6. Re:Looking too far ahead? by Jugalator · · Score: 1

      Is there anyone who can really say that there is really that much more to be done in terms of physics and movement?

      Record a digital video from outdoors and compare to quality computer game graphics. ;-)

      --
      Beware: In C++, your friends can see your privates!
    7. Re:Looking too far ahead? by KDR_11k · · Score: 2, Insightful

      For example, most every game should eventually have the changable terrain that we saw in Red Faction.

      I think that issue is rooted in game design rather than technical limitations, just like there is no technical limit that forces RPG stories on the PS2 to be completely linear. The less variables there are to take into account the better you can predict what the user will do. Changeable terrain means you have to think of what could happen to your level design. In a game where wooden doors aren't indestructible you won't see wooden doors require much more than shooting, in a game where thin walls can be destroyed you won't see thin walls around areas that require keys to get into. In current games you see a lot of complaints about realism because the player wants to do something he's not supposed to do. If you're suddently supposed to do it and the game takes it into account it's no longer as interesting because it doesn't give you an unexpected advantage. See that bonus item behind unbreakable glass? Do you think it'd be put into the same place if you could just shoot the glass? If the designer doesn't want you to do something then he'll design the game to not allow that (without some serious trickery), no matter what your abilities.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    8. Re:Looking too far ahead? by Kjella · · Score: 1

      The last few jumps in graphics have been stupid.

      They haven't been realistic. Then again, people don't want realism. Ever tried seeing what people set their TV to? High on color, high on brightness, high on contrast. That's what people want the world to look like, and that's what Oblivion does. It's the world on steroids. But some things have gotten more realistic, like water motion (try scaring some animals into the water in Oblivion), grass waving and so on. The power is there, but that kind of realism isn't there because people don't want it.

      --
      Live today, because you never know what tomorrow brings
    9. Re:Looking too far ahead? by kyle+(in+stereo) · · Score: 1

      Play Perfect Dark 0. Physics are still far from being perfect. I do think its a bit silly to be planning so far ahead into the future. Who can say what this generation is and is not capable of? Sony themselves threatened that the PS3 will be around for atleast the next ten years, completely skipping another launch in five years. What about the 360? Gears of War looks beautiful, so what next? Completely destructable, more free form levels, thats what!

      --
      ---space.is.the.place---
    10. Re:Looking too far ahead? by steveo777 · · Score: 2, Interesting
      I'd like to see the actual bullets you shoot have an arc. I know that some bullets are designed to have smaller arcs, or some initially rise when they spin (as I'm told...), but they do drop to the ground. I've played a couple FPS single player games where you had to compensate for distance (Deus Ex), but no multiplayers.

      This sort of thing would make it a bit harder for the people playing Halo2 who seem to be able to snipe people while dodging tanks and jeeps. I know they'd eventually be able to compensate, but it would take the player just another second to figure it out. Perhaps windcurrents would make a difference eventually (probably negligable in most situations, but it would be interesting).

      --
      This sig isn't original enough, it's time to come up with something witty...
    11. Re:Looking too far ahead? by cornface · · Score: 1

      True.

      I'd be happier seeing more effort put into making clothing and hair move naturally, or making a rope ladder that doesn't look like it's built out of construction paper, rather than advancing "glowing arm" technology.

    12. Re:Looking too far ahead? by 80+85+83+83+89+33 · · Score: 1

      3D holography!

      --
      i disable sigs
    13. Re:Looking too far ahead? by The-Bus · · Score: 4, Interesting
      What is there left to make totally realistic?


      A whole lot of stuff. What excited me about early (1998) news on the Prey engine was materials reacting the way real materials do: wood catches fire and is easy to break, metal bends, bricks shatter, etc. If this can be taken care of on the engine level, this frees up designers from needing to script events where if this x-y-z space is damaged, this brush animates like this, falling in such a manner. It can also make games more, not realistic but believable.

      Take Burnout for example. If I crash my sportscar into a van at 200mph, the van will pop off the ground and go flying like I swatted a ball. That in itself I don't have a problem with. But when a few seconds later I miscalculate a turn and hit a wooden newspaper stand and I explode on impact with the newspaper stand being undamaged, that I have a problem with. Putting things like these into the engine extends believability because your game world just gets a lot more cohesive.

      This is just one. A whole lot more needs to be done in audio, visuals, AI, and a number of other areas. As long as we improve these while still focused on gameplay, and we should be ok.
      --

      Small potatoes make the steak look bigger.

    14. Re:Looking too far ahead? by BenjyD · · Score: 3, Informative

      I believe the bullets in multiplayer Battlefield 2 have some 'arc'. You have to lead the target depending on the range, and I think sniper bullets drop with distance (although I'm not a sniper-weenie).

    15. Re:Looking too far ahead? by amorangi · · Score: 2, Informative

      I'd like to see the actual bullets you shoot have an arc.

      I believe America's Army has this

    16. Re:Looking too far ahead? by Blaaguuu · · Score: 1

      "One would figure that once you iron out the engine and it works well, you then improve the artwork, and after that, you should really improve gameplay and build on the replay value. Too many games these days could damn well be one game with different maps and skins."

      The article is about the Engine... At epic, the teams workign on Unreal Engine 3 and Gears of War are seperate people. There are plenty of people working on improving the Engine, and plenty working ont he game, trying to "improve gameplay and build on the replay value". your picking on the wrong developer/game to be complainign about lack of innovation... Gears of War looks to be one of the most innovative FPS games in a long time, attempting to invent a new sub-genre, the "cover-shooter", putting an extremely strong focus on using your environment as cover while in firefights.

      And sure, better gameplay is always better than higher quality graphics... but if you can have both, why not? Some people get along jsut fine playing text adventures... but the majority of gamers want progressively higher quality visuals in most of their games as time goes on. just because a game has the best graphics in the biz, doesnt mean it automaticaly lacks in other areas.

      As for the Unreal Engine 4 development pssibly taking peole away from current projects... right now, and probably for some time in the future, the only person working on UE4 is Tim Sweeney... always looking way down the road, trying to stay on the top of the world... Epic is in the business of making money, afterall.

      --
      My hand touched her hand. Her hand touched her boob. By the transitive property, I got some boob! Algebra is awesome!
    17. Re:Looking too far ahead? by Zaplocked · · Score: 1

      Pretty sure that the Red Orchestra ut2004 mod (and now standalone game) have this as well.

    18. Re:Looking too far ahead? by JFitzsimmons · · Score: 1

      As someone who played a sniper as often as possible in America's Army, I can tell you that they certainly do NOT have this, unless they've added it in a very recent release. In AA there is no compensation at all, for either wind or gravity. You might find yourself having to compensate for network latency, but the game generally moves slow enough that this isn't much of an issue.

      The general rule is that if you click on their head, you shoot their head, assuming you're using a sniper rifle, which has very minimal intrinsic weapon inaccuracy.

      --
      Beware he who would deny you access to information, for in his heart he dreams himself your master. -Anonymous
    19. Re:Looking too far ahead? by Ahnteis · · Score: 2, Informative

      Lots of games have the ability to do this. It's usually not done because many people don't find it as fun, and because of problems with lag.

    20. Re:Looking too far ahead? by Anonymous Coward · · Score: 0

      Delta Force (original) shot bullets in arcs - easiest to see on the sniper scope. And it had multiplayer too

    21. Re:Looking too far ahead? by vigilology · · Score: 1

      Rounded corners. Q3 was meant to have pretty much solved this, but that seems to have been the first and last of it. Even Doom 3 has jaggies :-(

    22. Re:Looking too far ahead? by coolGuyZak · · Score: 1

      In my experience, you also have to account for the wind in BF2.

    23. Re:Looking too far ahead? by coolGuyZak · · Score: 1

      What would be even cooler IMHO, is when we get engines realistic enough to create alternate physics mindsets... such as materials that react like they do in cartoons (ultra-malleable metals (besides anvils), portable holes, etc). It'd be even more fun to try out "historical" physics systems. Imagine how crazy a game could get with "Aristotlean" physics...

    24. Re:Looking too far ahead? by Manmademan · · Score: 1
      Sony themselves threatened that the PS3 will be around for atleast the next ten years, completely skipping another launch in five years.
      Not entirely accurate- they projected the Ps3 to have a ten year lifespan. for instance, the Ps1 just recently went out of production, despite being released originally in Japan in 1994 and the states in 1995. Since then we've seen the Ps2 debut and mature, and the development and (planned) release of the Ps3 later this year. If the pattern holds true, expect to see a Ps5 entering production when the Ps3 reaches it's end.
    25. Re:Looking too far ahead? by master_p · · Score: 1

      "What is there left to make totally realistic?"

      1. soft shadows; radiocity lighting; raytracing
      2. real physics
      3. really big maps
      4. voice recognition
      5. voice synthesizing
      6. innovative control methods

      just some of the possible improvements.

    26. Re:Looking too far ahead? by KDR_11k · · Score: 1

      What about the 360? Gears of War looks beautiful, so what next? Completely destructable, more free form levels, thats what!

      I thought we reached that with Black (PS2/Xbox) already?

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    27. Re:Looking too far ahead? by KDR_11k · · Score: 1

      Gears of War looks to be one of the most innovative FPS games in a long time, attempting to invent a new sub-genre, the "cover-shooter", putting an extremely strong focus on using your environment as cover while in firefights.

      How is that new? Tactical shooters require that AFAIK and you practically need to use cover if you want to survive firefights in FEAR.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    28. Re:Looking too far ahead? by AcidLacedPenguiN · · Score: 1

      in my experience it was holes in the game-code that you had to experience. . . *ducks* Seriously up until 1.2 there would be times where bullets would just randomly not hit where they are expected to go (and not like bullet drop or wind, just wierdness) that was pretty much fixed in 1.2, but now there are problems with bullets just missing (going right through) the hitboxes or whatever. It really starts to piss you off when you're a so called "sniper-weenie"

      --
      disclaimer: I've been known to store numbers in my ass for which to dig out when quantities are required.
    29. Re:Looking too far ahead? by Anonymous Coward · · Score: 0

      There arent enough keys on a keyboard, let alone a controller, to accomodate interacting with everything. And if there was a way around that then the process to select exactly what you want to interact with would be onerous.

      What if a knife is under a spoon and you want to pick up the knife? Do you have to precisely 'aim' at the knife and press your action key? You would have to be VERY precise if everything is useable. Or do you first move the spoon, then get the knife? That is unrealistic and a waste of time. By the time you get the knife you'd be dead.

    30. Re:Looking too far ahead? by Blaaguuu · · Score: 1

      I dont really wanna turn this into a big debate abotu wetehr or not GoW is innovative or not... but have you seen videos of GoW gameplay? the kinda of cover use is a lot different than finding objects to hide behind while beign shot at, like ive seen in many other games.

      --
      My hand touched her hand. Her hand touched her boob. By the transitive property, I got some boob! Algebra is awesome!
  3. Wonder if engine 4 will still have sprites? by Cybert14 · · Score: 1

    I was just floored to see a sprite in an Xbox360-only game (Full Auto). Don't think I've seen them in the unreal series though.

    1. Re:Wonder if engine 4 will still have sprites? by Amouth · · Score: 1

      Full Auto lags the crap out of the 360.. personaly i like it but someone went crazy with bump mapping

      --
      '...if only "Jumping to a Conclusion" was an event in the Olympics.'
    2. Re:Wonder if engine 4 will still have sprites? by furballphat · · Score: 1

      I'm fairly sure the explosions in UE3 are still just textured quads, look in the videos, they look fairly flat and nasty

    3. Re:Wonder if engine 4 will still have sprites? by Cybert14 · · Score: 1

      The ones in Full Auto was a static bush. Explosion sprites are less obvious, but it'd be nice to have them completely gone. I'll take the flat polygons over the sprites.

    4. Re:Wonder if engine 4 will still have sprites? by MachDelta · · Score: 1

      The engine will probably always support "sprites". Technically the HUD of most games is a collection of sprites. Particle effects (eg: smoke) are essentially animated sprites. Sprites are handy little things, especially considering how cheap they are to render.

      So the real question is weather or not people will continue to use them where they shouldn't.

      *Hands to temples* I predict... yes.

  4. Looking too far ahead?-Beyound Games. by Anonymous Coward · · Score: 0

    "From text adventures where you interacted with set definite objects, to games like Wolf3D, to Doom (and the beginning of the whole multiplayer craze) to the first Unreal (which made the whole looking up and down really important) to the second and third Unreal engines. Is there anyone who can really say that there is really that much more to be done in terms of physics and movement?"

    Well aside from the AI issue. There's still a great amount of room for improvement...assuming you look beyound the games domain.

  5. Will they follow id's lead... by Anonymous Coward · · Score: 0

    ...and open-source their obsolete engines?

    (on a slightly related topic, can anyone point me to a usable FPS map editor on Linux? The offering of Doom I/II ones are pretty ancient and I can't get Gtk-Radiant to work with Nexuiz. Don't say sauer or I'll shoot you.)

    1. Re:Will they follow id's lead... by Anonymous Coward · · Score: 0

      Sauerbraten kicks the crap out of Nexuiz. God I hate Nexuiz.

  6. Tim Sweeney by BigZaphod · · Score: 1

    Tim Sweeney is one of my personal heros. He's just got loads of talent and drive, from what I can tell. He's up there with Will Wright, John Carmack, and Steve Wozniak.

    1. Re:Tim Sweeney by Anonymous Coward · · Score: 0

      You've obviously never had to *work* on the Unreal codebase. I don't mean the scripts, I'm talking the Engine. It's a huge pile of dung.

    2. Re:Tim Sweeney by BigZaphod · · Score: 1

      Can't say that I have. But that doesn't make his achievements any less impressive. Well.. okay.. *slightly* less impressive (if true). But it's still damn cool to an end-user. Besides, it isn't really about the code. It's about the man. And from what little I know of him, he seems like a good guy. (I know several people who's code I would never want to maintain but they still are able to bring good ideas to fruition and that counts for something.)

    3. Re:Tim Sweeney by Anonymous Coward · · Score: 1, Insightful

      Here is the thing: it doesn't matter if the code of the engine appeals to your personal aesthetic. I am also currently working with this engine and it doesn't matter what I think of the code either.

      What matters is if using the engine results in a better end product than creating your own or using a competitor's engine. To guess at the answer from our vantage point we can only consider how many and what quality of games have sucessfully shipped using the engine previously. Secondary consideration is how many studios have bought the license to develop games.

      I suspect, without doing much research, that more top tier games have shipped using Unreal engine and UE3 is licensed to more developers than any other. A year and a half ago, I might have considered RenderWare and id software engines to possibly challange that statement. However Epic has put a lot of effort into next-gen graphics and tools, then attracting licenses through excellent demos and press coverage.

      After the awe of a well coreographed demo wears off developers realise that there is a lot of work left to be done before shipping a game.

    4. Re:Tim Sweeney by abandonment · · Score: 1

      the unreal engine has always been powerful - if you can figure out how to use it.

      it has a LONG way to go before being a truly 'must have' for development though.

      it's a strange dynamic - having a company large enough to support the on-going engineering effort that developing game engines requires and having a company (and code base) small enough to be flexible and innovative.

      i fear that epic has moved from the second category into the first...it's the same syndrome that affects any company that becomes this large...

    5. Re:Tim Sweeney by Anonymous Coward · · Score: 0

      Tim Sweeney has also obtained a respectable education in type theory and plt for someone without formal study at a university, and is making surprisingly interesting attempts at merging ideas from PLT into practical programming. I think that makes him more interesting than Wozniak or Carmack, in that he actively seeks to broaden his horizons in the field of computer science from just designing 3D game engines.

    6. Re:Tim Sweeney by Anonymous Coward · · Score: 0

      Tim personally helped push for early adoption of AMD's 64-bit chips, which is already revolutionizing hardware and making Microsoft release 5 more versions of Vista. The Epic engine has been a standard benchmark for years now.

      And yes, Tim is definitely one of the good guys, born from the trenches of software development. I know him very well.

      Just consider: he didn't even file a suit against the Lara Croft people for pilfering Jill of the Jungle. He could have just eaten their lawyers for lunch and retired to Bermuda.

    7. Re:Tim Sweeney by Anonymous Coward · · Score: 0

      Tim has a BS from Maryland in Mech E.

  7. Use the emotion on other posters. by Anonymous Coward · · Score: 0

    Alright now. We'll be having none of that hugging in this forum.

  8. Modding Unreal by tjwhaynes · · Score: 4, Insightful
    I've been gaming around since Doom first blew the doors off the FPS genre. As the games have become more graphically impressive, the amount of work required to produce a mod for a specific engine has increased. One area where Epic seems to have done better than id software is in producing mod-friendly tools. Witness the huge number of mods for Unreal Tournament 2k4 versus, say, Doom 3.

    Now it's not an entirely fair comparison - Doom 3 is a more complex engine to develop for. Models require more than just geometry and one texture map/shader. But that complexity seems to be denting the number of maps/models/mods being produced for Doom 3/Quake 4/etc. UT2k4 ships with a shed-load of tools for modding and maps can be created reasonably quickly from the stock models. UT2k4 also managed to provide a decent download system so that you can just log into a server and download all the parts required without having to go hunting through the many websites looking for the appropriate map/script/sound.

    Unreal Engine 3 is going to require the same sort of resources as Doom 3/Quake 4 when it comes to creating completely new content. Maybe UE3 will benefit from modellers/modders having cut their teeth on the Doom3-style tech but it will be interesting to see just what creation tools come with UT2k7 and what the modding community creates.

    Cheers,
    Toby Haynes

    --
    Anything I post is strictly my own thoughts and doesn't necessarily have anything to do with the opinions of IBM.
    1. Re:Modding Unreal by Blaaguuu · · Score: 1

      One thing that should help immensely witht the ammount of work that must be put into making worlds and characters look good in UE3 is the new "Visual Material Editor" that is part of the new Unreal Editor.

      By visually connecting the color, alpha and coordinate outputs of textures and programmer-defined material components, artists can create materials ranging from simple layered blends to extremely complex materials and dynamically interacting with scene lights.

      if you wanna know a bit mroe about Unreal Engine 3, check out UnrealTechnology.com

      --
      My hand touched her hand. Her hand touched her boob. By the transitive property, I got some boob! Algebra is awesome!
    2. Re:Modding Unreal by Anonymous Coward · · Score: 0

      While the Unreal Engine 3 will require the same sort of extra maps that Doom3 does, it will be loads easier to get them done:

      You need a fully textured High-rez (couple million polies) character, and a low-rez gameplay character. Then you use a tool they have to generate normal and offset maps for it. A lot easier than painting the offset/normal maps yourself....

    3. Re:Modding Unreal by KDR_11k · · Score: 1

      You didn't describe what makes UE easier than Doom 3.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    4. Re:Modding Unreal by Anonymous Coward · · Score: 1, Informative

      The Visual Material Editor in Unreal Editor, apparently. From here - http://unrealtechnology.com/html/technology/ue30.s html

      Visual Material Editor. By visually connecting the color, alpha and coordinate outputs of textures and programmer-defined material components, artists can create materials ranging from simple layered blends to extremely complex materials and dynamically interacting with scene lights.

  9. Bible Thumping by dreemernj · · Score: 2, Funny

    I can just see it now. Super 3D Noah's Ark re-released using the latest Unreal engine to provide the most realistic flinging of feed at ornery live stock. Time to put the kids to bed. And by kids I mean baby goats.

    --
    1 (short ton / firkin) = 89.1432354 slugs / keg
    1. Re:Bible Thumping by Anonymous Coward · · Score: 0

      You're a fruit and a vegetable.

  10. Why DOOM 3 is not up there by VGfort · · Score: 1

    Doom isnt popular because they focused their efforts to make it the best Single Player game. Even Quake4 which was a modified verison of the DOOM III engine, still didnt run very nice on many machines. I believe Enemy Territory:Quake Wars (a future game to use D3 engine with no single player) may still fail. Don't get me wrong iD has made great stuff, but as far as PC games go nowdays Multiplayer games are still the top choices for game engines. Its easier to modify a MP game for SP than vise versa. And the Quake 3 engine is proof of that because it had no real single player just bots.

  11. Why engines aren't not up there by Anonymous Coward · · Score: 0

    I'm not certain why you believe that the engine has anything to do with how good MP vs SP is? As long as the networking component is robust (of which iD has had years to get right), then the rest is great game assets (art, sound, etc). All the rest is the same across the two.

    1. Re:Why engines aren't not up there by KDR_11k · · Score: 1

      Mods are usually made for games with large userbases, MP keeps the userbase larger after release.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  12. Duke Nukem Forever by Anonymous Coward · · Score: 0

    In other news, DNF was ported to Unreal engine 3 and development was finished in a little less than a month....BWAH HA HA HA

  13. UnrealEngine by XO · · Score: 2, Interesting

    Unless they make some massive enhancements to the underlying script language, which apparently they are loathe to do for some reason.. (it's not like they need backwards compatibility, you can't just go and plug in a new engine release to your data and have it work) this whole thing is completely out of hand.

    Running With Scissors has dumped Unreal, and I get this feeling that many other devs will probably follow suit, as soon as any contracts are up. I've been playing with an Engine v2 (build 2226) game and the code for it, and here's my summary:

      The language sucks. LP-Mud uses a similar but FAR more powerful language, that had Epic implemented that, and added their stuff to deal with states and animations and the graphical end of things, would've been absolutely AMAZING. Unfortunatly, the capability of their game programming language is hampered by the fact that several text-game programming languages are a ton better than it is. And that's pretty damn sad.

      The base classes provided: The code library that comes with the Engine, has been built as a hack on top of the original Unreal I code library, and just keeps getting hacked up since then.

      Unreal isn't a horrible choice for building a game, but if you're going to make a total conversion for a game that starts with the Unreal engine, or start a new game using the Unreal engine, my suggestion:

      Delete everything in the entire codebase that isn't native. Delete some of the things that are native, because if you want to improve on the junk, you'll need to not use some of it.

      If UE3 and 4 show large improvements to the language, it'll be awesome.. but, as it is, it's shortcomings are .. very difficult.

    --
    "Champagne for my real friends - and real pain for my sham friends!" http://ericblade.postalboard.com/
    1. Re:UnrealEngine by Pxtl · · Score: 1

      Rejoice. UE3 doesn't use Uscript anymore - they made a copy of LabView's "Gee" language called "Kismet" - it's a graphical programming language. You do everything with flow charts. Function calls are little boxes, variables are lines you draw that connect them together. They also have a text language that you can use within it for things that work better as text (like arithmetic).

    2. Re:UnrealEngine by FictionPimp · · Score: 1

      i would much rather they just use phyton or something.

    3. Re:UnrealEngine by Pxtl · · Score: 1

      Ever tried it? I have - making Python into an embedded game-development language (calling Uscript "scripting" is an understatement of it's integration) for gaming requires tearing it to shreds and rebuilding it practically from scratch - triply so if you're going to be using it to run untrusted user-made code.

    4. Re:UnrealEngine by Anonymous Coward · · Score: 0

      That's not true. I shipped a AAA title that you'd recognize using almost-stock Python.

      No untrusted user code, though - didn't have to deal with that.

    5. Re:UnrealEngine by FictionPimp · · Score: 1

      I belive battlefield 2 uses python for mods, as well as a few other games. I could be wrong though.

    6. Re:UnrealEngine by XO · · Score: 1

      That sounds even more absolutely horrific.

      UScript would be fantastic, if it had associative arrays, or at least better array handling capabilities, and MULTIPLE INHERITANCE.

      --
      "Champagne for my real friends - and real pain for my sham friends!" http://ericblade.postalboard.com/
  14. What are AAA games? by Snaller · · Score: 1

    Is it somehow related to AAA batteries?

    --
    If Google really cared they would fix Android Chrome to reflow text, instead of discriminating
  15. Epic says you're wrong. by SanityInAnarchy · · Score: 1

    Epic says that the majority of the people who buy UT2k4 never played it online, instead sticking to "single-player".

    Oh, and let's see... Quake 3 engine is no proof at all. How is its single player "not real"?

    Well, of course, only normal deathmatch with bots, a couple cinematics... But, I don't see what this has to do with the engine.

    And GTA has been modded for multiplayer, and it was a third-party mod, nothing at all to do with Rockstar.

    So, do you have any idea what you're talking about, or are these just uneducated guesses?

    Anyway, Doom isn't popular because it's probably harder to develop for than Unreal, harder to manage/distribute mods and the whole game than Half-Life, and both Unreal and Half-Life are good enough games for people to buy them by themselves, whereas Doom 3 wasn't that great, and Quake 4 was really only a little better. I only loved them because I'm a pixel whore.

    --
    Don't thank God, thank a doctor!