AI


The X-ray engine uses GSC Gameworld's proprietary ALife artificial intelligence engine. ALife supports more than one thousand characters inhabiting the Zone. These characters are non-scripted, meaning that AI life can be developed even when not in contact with the player.

The NPCs have a full life cycle (task accomplishment, combat, rest, feeding and sleep) and the same applies to the many monsters living in the Zone (hunting, attacking Stalkers and other monsters, resting, eating, sleeping). These monsters will migrate in large groups. The non-scripted nature of the characters means that there are an unlimited number of random quests. For instance, rescuing Stalkers from danger, destroying Stalker renegades, protecting or attacking Stalker camps or searching for treasure. The AI characters travel around the entire zone as they see fit.

Numerous tactics can be employed to complete the game, such as rushing or using stealth and sniping. The NPCs will react in a different way to each of them. S.T.A.L.K.E.R.'s NPCs plan ahead by "Goal-Oriented Action Planning" in order to achieve this.

Bullet physics


S.T.A.L.K.E.R. uses "realistic" bullet physics, similar in nature to tactical shooters such as Ghost Recon Advanced Warfighter or Operation Flashpoint. Bullets are affected by gravity, bounced against solid surfaces at oblique angles, and firearms are highly inaccurate when fired without aiming. To score consistent hits at medium or long range, players must aim using the iron sights
on their guns. Additionally, hit damage is pseudo-realistic, and the player can die after only being shot a few times (although later in the game various armor suits and artifacts can be acquired that increase the player's resistance to damage). Late-game depends heavily on scoped weaponry due to the well-armed and powerful enemies that keep their distance from the player.

Physics


S.T.A.L.K.E.R. uses a heavily modified version of the ODE physics engine, supporting hundreds of physics objects on different levels. Ragdoll physics, destructible objects, realistic bullet ballistics and skeletal animation can all be found in the game.

Weather


A weather system is integrated into various parts of the landscape and allows a variety of weather effects, such as sunshine, storms and showers. The weapons available, behavior of the AI, game tactics and ranking systems will depend on the weather.

For more direct specifications, check the engine's homepage.

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S.T.A.L.K.E.R

S.T.A.L.K.E.R S.T.A.L.K.E.R

Updated 2 weeks ago Released Mar 20, 2007 Single & Multiplayer First Person Shooter

Year 2012. Six years passed since the time of the Second catastrophe to have made the April events of 1986 fade. The game is set in the Chernobyl exclusion...

Comments
sitting
sitting Apr 7 2008, 11:24am says:

do some one know how much this engine will cost for a indie developer?

+1 vote     reply to comment
ataricom
ataricom Mar 18 2008, 12:53pm says:

Is anyone familiar with decompiling X-Ray shaders?

+1 vote     reply to comment
--ares--
--ares-- Mar 3 2008, 12:07am says:

I like this engine a lot, but when I play this game it just feels clunky compared to others

0 votes     reply to comment
Rybo5000
Rybo5000 Feb 25 2008, 3:01pm says:

Sounds like a good engine for FPS, perhaps someone shall give it to me for free..............? Lol

-2 votes     reply to comment
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Platform
PC
Company
GSC Game World
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Official Page
Stalker-game.com
Licence
Commercial
Release Date
Released Mar 20, 2007
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