Epic Releases Free Version of Unreal Engine
anomnomnomymous writes "Just a week after Unity announced its engine is now available for free to indie users, Epic Games has revealed a free version of its popular Unreal Engine technology. Called the Unreal Development Kit (UDK), it is a free edition of UE3 that allows community, modder and indie users more access to the engine's features and is available for all. Epic said game developers, students, hobbyists, researchers, creators of 3D visualizations and simulations plus digital filmmakers can all take advantage of the UDK for non-commercial use. The UDK site also offers detailed product features, technical documentation, commercial licensing terms and support resources."
Actually GoldenEye (N64) invented hit locations, including head shots.
A multi-platform client that allows you to load Google Sketchup files. It would be nice to walk around the models, buildings, etc.
After that, make that multi-platform client compatible with Google Earth. Yes a lot of stuff is still flat but at least they do have terrain data so it would still be nice.
And last, just for kicks, add an option for playing in that map MMOFPS style!
I found a screenshot of Doom 5.
Doom was released in December 1993. Doom II was released in October 1994, 10 months later. Doom III was released in February 2007, 148 months later. If this progression holds, then Doom IV won't be released this century and by the time Doom V is released the human race probably won't be recognisable, if it still exists.
I am TheRaven on Soylent News
Slashdot needs +1 Headshot as a moderation option
-- For evil to triumph it is enough that good men do nothing.
Here is a link to the official press release from the Epic site: Epic Games Announces the Unreal Development Kit, Powered by Unreal Engine 3.
Don't think of it as a flame, more like an argument that does 3d6 fire damage.
I thought we had those in quake (team fortress)...
They're not giving it away. They're giving a free license for non-commercial use. If you create a game with it and want to sell it, then you will have to get a commercial license. Basically, they want people doing game design courses to practice on their engine and not something free.
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The Unity engine also mentioned in the caption (which is now also free, and even lets you make money with it) has always had a mac version (it actually used to be mac-only for content generation until earlier this year).
Wont be a Linux version, both Linux users are busy debating the root escalation flaw
+1 Footshot
While it's unsurprising given that the current Unreal Engine is still in active development and a ton of commercial games are still being developed and shipped using it, it's worth pointing out that this isn't a source code release; instead, it's something much closer to an elaborate mod engine, with generous swaths of behavioral scripting but no real ability to get 'under the hood' as it were. Still, kudos to Epic for this; it'll be interesting to see who picks up the ball and runs with this.
Well I guess if your goal is to GPL engine then ok. However in general that isn't the goal of a company, they want to make money so they can do things like pay their employees to develop more software. So how have licensing the engines gone? Well Unreal Engine 3, which was released after iD Tech 4, has about 150 games out using it. iD Tech 4? 7 games.
So I'd say Epic has been pretty successful at their primary goal of making a good engine that people wish to license for designing games.
Sounds like they're training programmers for free. Would you want someone working for you that had never touched your engine and would cost $50K to train, or someone who had spent many caffeine-filled nights writing exceptional code on their own time, for fun?
Having modded for a few different games, I really appreciate the Unreal engine for one specific reason: it assumes that all the space you haven't touched is filled rather than empty. That way, creating the basic flow of a level is just a matter of drawing out a cuboid per room and subtracting it from the filled space. By contrast, the id style starting with empty space requires you to create a cuboid for each wall, ceiling, and floor. There's a three page tutorial on how to make all the seams line up properly - and heaven help you if your room isn't a simple rectangle.
For great justice.
Didn't you notice the "sudo mod me up" at the end?
Now make me a sandwich.
No?
sudo make me a sandwich
But each release of the Unreal Engine actually changes the Game development scene for alot of game development, not just modding community pertaining to Unreal games. Given Unreal 3 is staarrting to get old, this is probably too late to boost the game back into the light of gamers but Unreal has always had this precedence in the scene of developing.
For example, I myself usually develop with the source Engine. I find it easy to use, and probably more importantly, I find Hammer easier to create maps with instead of the Unreal Editor. In one particular scenario I wanted to have a marsh with really cool fog and properly dripping water and fireflies and all this jazz. Now Source while a great PHYSICS engine isn't as fine tuned towards the details as other engines tend to be. I've found that Valve will only update the Shaders to really meet their own needs, and other little things like that - but I mean you can't complain when they are giving it out for free, right? Anyways, Unreal has been pretty good with those kinds of effects - just look at ANY screenshot of their maps, or any video of the gameplay. I was able to look into Unreal and use their structure as a basis for my own particle effects, after all, I don't want it to look EXACTLY like an UT2K3 Map. Worked like a charm. Now, before you jut in, yes, I know Steam has their own FX for this kind of stuff. But its actually pretty taxing on the system, they still haven't quite seemed to nail fog down as it lags quite a bit (See CS:S When multiple smoke nades go off)
So, the next time you think "Unreal, who cares?" - remember that while they seem to be declining a bit in their sales of games, their rendering technology is still amongst the best free stuff out there. And every bit they give to their community is another bit to every community.
Wow, I got to say I'm impressed with the /. editors. After hastily submitting this story at work, I only had links to the Unity3D- and UDK- sites in there. Whereas the text is still the same as I submitted it, the editors done a great job in actually providing some extra informative links in there.
Well done!
On topic: I think this is a very smart move by Epic. It's great to be able to tinker with a top quality engine without having to buy any of their games first. This can definitely come in use for the scientific community, where you would like other people to download your, for example, simulations, and not be constrained by them having to own a game on which it runs.
Also, as some people above mentioned, this is great for some indie developers, who can now build a complete game, see if it's feasible, and if the end-product is to their liking, they can decide to license the engine and sell it.
Of course I'd prefer them to release the whole source, but that can't really be expected of an engine that is still commercially available.
Overall, great move Epic!
When you shoot a mime, do you use a silencer?
+1 Moneyshot. Oh wait, wrong forum.
Still behind id software and their GPL releases of the game engines.
What a troll. id releases its old generation engines as GPL, not the current or even last-generation engines. Unreal Engine 3 is not comparable to the Quake 3 engine, it's more like the id Tech 5 engine, which certainly isn't available for free licensing let alone GPL distribution.
"Anyone can try out the Unreal Development Kit powered by Unreal Engine 3" ...as long as your on windows
boycott slashdot February 10th - 17th check out: altSlashdot.org
Please point me to GPL'ed sources of ID software engine technology equivalent to the technology described in TFA. Thanks.
Xreal
Heavily improved version of the (GPLed) Id Tech 3 engine. Includes features such as shadow mapping, per pixel lightning, etc... bringing the whole project visually closer to what's available in modern engines.
Other questions ?
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More seriously :
Giving away free (gratis) access to some proprietary technology is nothing more than a complex marketing ploy to try to attract more commercial licensee in the long term, by gaining more fans and hackers in the short term. The basic idea is "let the Indie market play around with the engine, and if some group emerge with a new killer-app, they'll have to license our engine".
Whereas giving complete freedom to tinker with the GPL is the most community enabling. Granted, id Tech 5 is not in the GPL now. But on the other hand, the full freedom offered by the GPL has enabled heavy customisation such as the above and many other. And in the long term, are much more valuable for creativity.
"Sufficiently advanced satire is indistinguishable from reality." - [Tips: 1DrYakQDKCQ6y52z6QbnkxHXAocMZJE61o ]
The engine is without a doubt -THE- hardest part of development. I myself have only ever hacked together Frankenstein Engines using bits from everywhere, and never really added my own component (why write your own when someone else already has). With the engine out of the way, a feature Length Game can be done in as little as 6 months*, tested, released, and on the shelf in about a year.
*This is assuming you've got one guy with the ideas who fleshes out a story, 1 guy who does the artwork (both concept and in game), and 1 guy who does the Coding/maping/debugging.
How long do games usually take to make from scratch? Lets See, Half Life 2, about a decade, Unreal 3 from Unreal 2K4 was 3 years, Duke Nukem Forever, ha ha - but do you see my point?
Summary: The Engine is more than half of a games development. (IMHO)
Mario Brothers was the originator even if they didn't have a booming voice letting everyone know about it.
Platform advocacy is like choosing a favorite severely developmentally disabled child.
GPL is a terrible license for a game engine if you plan to have a multi-player mode, because releasing the code to your game makes it really easy to make cheats.
No. Bad design makes it really easy to make cheats. A server naive enough to trust the clients makes it really easy to make cheats. A well designed multiplayer game is no easier to cheat in with or without the source code. If releasing the source code makes it easier to cheat, the game was poorly designed. Conversely, if a developer knows the source code will be available, they may be motivated to do the job right. Since people can make cheats for a poorly designed game anyway, regardless of whether you release the source code or not, a game that releases the source code and is designed to be secure anyway is certainly going to be harder to make cheats for than games which mistakenly think if they don't release the source code, their game will be more secure, a fact proven wrong again and again and again.
"Convictions are more dangerous enemies of truth than lies."
Sure they would. If somebody uses the GPL version, they have to include the source code of their game with it along with a license that says anybody can copy or modify it for free! That is a pretty big limitation on any business model for a game company. They could however pay Epic for a different license to the code that would allow them to release closed source or otherwise limit what end users can do with the software.
No. Bad design makes it really easy to make cheats. A server naive enough to trust the clients makes it really easy to make cheats. A well designed multiplayer game is no easier to cheat in with or without the source code. If releasing the source code makes it easier to cheat, the game was poorly designed. Conversely, if a developer knows the source code will be available, they may be motivated to do the job right. Since people can make cheats for a poorly designed game anyway, regardless of whether you release the source code or not, a game that releases the source code and is designed to be secure anyway is certainly going to be harder to make cheats for than games which mistakenly think if they don't release the source code, their game will be more secure, a fact proven wrong again and again and again.
The same thing was said by open source supporters when Quake 1 source code was released and cheating went rampant. It's, of course, absolutely true, if you desing so that automating your input doesn't give you an advantage, and so that having the information that your RAM hides doesn't give you an advantage, then there's no cheating problem! The catch? This involves adding auto aim into a FPS game and not hiding players behind walls, which would make them flicker on sight, degrading severely the gaming experience. And yes, open source supporters said this. I'm quoting from here, for example: http://catb.org/esr/writings/quake-cheats.html
If Quake had been designed to be open-source from the beginning, the performance hack that makes see-around-corners possible could never have been considered and either the design wouldn't have depended on millisecond packet timing at all, or aim-bot recognition would have been built in to the server from the beginning.
Yeah, that would be really fun. Carmack himself, the guy that gave you the GPL'd quake code said that the only solution to the cheating problem is a little closed source program that verifies the binaries, i.e: closed source.
Oh, clearly you misunderstand this screen shot. Our hell spawn battling protagonist is getting ready to shoot something and as an enhancement for Doom 5, he not only puts down his flashlight but now also closes his eyes too. It's all very atmospheric...