System Shock 2
First Person ShooterSystem Shock 2 begins with you being unfrozen from a long cryogenic sleep aboard the Rickenbacker, a security spaceship assigned to tail the Von Braun...
The Dark Engine's renderer, originally created by Sean Barrett in 1995, supports graphics similar to that of the original Quake, with Unreal-like skybox effects and colored lighting introduced in Thief 2. Due to the limited hardware of the time, the Dark Engine was not designed with scalability in mind, and can therefore only display 1024 terrain polygons onscreen at once, as well as various other limits on objects and lights. In terms of textures, the game supports palletized PCX and TGA textures, in powers of two up to 256x256. Textures are grouped in "families" which share the same palette. There is a maximum of 216 textures and independent palettes, excluding 8 animated water textures.
The engine does not natively support advanced game scripting, with AI and object behavior being controlled by 'Object Script Module' (.OSM) files, which are DLLs which are loaded at runtime. As such, new modules can be written and plugged into the level editor, DromEd, but are limited due to the scope of the functions made available by the core engine. In order to overcome this, editors must resort to complicated Rube Goldberg machine-like effects using a combination of its other systems.
For its time, the Dark Engine offers advanced AI and sound features, as well as a powerful object-oriented object system. The designer has full control of sound propagation within the level, and the "artificial intelligence" of the non-player characters (NPCs) allows for three levels of awareness: vague acknowledgement caused by mild visual or auditive disturbances, which only prompts a startled bit of dialogue; definite acknowledgement caused by significant visual or auditive disturbances which causes the NPC to enter "search mode", and definite acquisition (triggered by visual on the fully lit player, or face-first contact with a player regardless of the light level), prompting a direct attack.
No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Post article and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.
System Shock 2 begins with you being unfrozen from a long cryogenic sleep aboard the Rickenbacker, a security spaceship assigned to tail the Von Braun...
Thief: The Dark Project is a single player stealth-based game made by Looking Glass Studios for Microsoft Windows PCs and published in 1998 by Eidos Interactive...
Looking Glass Studios released the sequel to Thief in 2000. Utilizing the same DARK engine that powered the original Thief, Thief II had an almost identical...
RSPIX Engine Also Known as the Postal 1 Engine, Is a Custom Engine for the 1997 isometric shooter called "POSTAL"
A proprietary game engine developed by Pandemic Studios, first used Battlezone II: Combat Commander and later used in several Star Wars games including...
The LS3D game engine was developed by Illusion Softworks and used by the games Mafia: City of Lost Heaven, Hidden & Dangerous 2 and Chameleon. The...
The engine used to build this game was a once-off creation, designed explicitly to run this particular title. This is not a _real_ game engine, this is...
VIDE stands for Vectorized Image Deformation Engine, and is a powerful bone-based 2D image and vector art animation engine. It is written entirely in...
The Refractor Engine, is a game engine designed by Stockholm-based studio Refraction Games, first developed for the computer game Codename Eagle, which...
This comment is currently awaiting admin approval, join now to view.
is this a free engine?
nop, commercial