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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."

8 of 82 comments (clear)

  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 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
  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 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.
    3. 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.

    4. 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).

  3. 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.