The first version of the engine was known as W3D ("Westwood 3D") was highly modified version of SurRender 3D engine, developed by Hybrid Graphics Ltd. Westwood used W3D for Emperor: Battle for Dune and updated for Command & Conquer: Renegade.

After Westwood was bought by Electronic Arts the engine was further updated for Command & Conquer: Generals, and renamed to SAGE. The rendering part remains nearly identical to the W3D engine, but most other elements have been redesigned from the ground up.

The SAGE engine allows for dynamic lighting that casts realistic shadows and realistic reflections on most objects. High quality visual effects are now possible with the SAGE engine powering games. One example of a unique effect is the stop-motion camera. Blow up a gas station, for example, and the action will freeze in mid-explosion, and the camera will quickly pan around the environment, revealing pieces of debris and shrapnel suspended in the air, before the action promptly resumes. The SAGE engine also allows games to take place during different times of the day, with realistic lighting and shadow changes, etc.

A new, highly modified version is now used to power Command and Conquer 3: Tiberium Wars.

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Recently we were approached for an interview for our friends at German C&C Saga. Available in English and German! Visit them at their website @http://www.cncsaga.de/

English Version

---Hello, thank you for taking some time for this interview. Please tell us something about you / your team.

Hi there, and thank you for coming to us!

We are a small team of fans who love Command & Conquer and the modding capabilities offered by C&C games such as Red Alert and Renegade. We at W3D Hub work together to make standalone games based on C&C Renegade’s engine. The scripts team has worked very hard to make the game able to work well on newer hardware and software, as well as adding features that make the gamey capable. Over the years, our team has had various contributors and been hosted on different communities, making our development history diverse indeed.

MammothTanks.png


---Please tell us something about your mod, how did it all start?

The game was originally named Renegade Alert, and it was created by two people: L3f7H4nd3d and Agent_Gibson. Taking the concept of Renegade, s more fun and graphicalla ground-level, first person version of the events we see in the original Command & Conquer, RenAlert aimed to transpose that concept to C&C: Red Alert. RenAlert appeared on the old Renegade forums in 2002 and Aircraftkiller volunteered to work on it. As Aircraftkiller recalls, L3f7H4nd3d did mostly PR stuff and some sounds, while Gibson worked on vehicles and characters. Aircraftkiller himself created buildings and environments.

The first release of Renegade Alert was nothing more than a modification package for Renegade that boasted a few infantry-only maps. As anybody who’s played the game can tell you, it’s obviously quite a bit different today than it was back then. :) It is now called Red Alert: A Path Beyond, and features a great deal of maps with various objectives, dynamic gameplay, and a large selection of units and tactics to choose from.

---What makes this mod special?

This game is still active and cherished, even after all it’s been through. It has seen many years of success and love through online play, feedback, and development using game design logic and systems that are proven to work. It is special because it is the only free, successful game of its type, based on a beloved classic that fans, old and new, can come and enjoy alike!

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---How long will it be or was it in development?

Development started in 2002, so that would be at least 15 years of development now. That may seem like a long time for a game to develop, but keep in mind that it’s a free game, and everyone who’s worked on it has devoted free time from their busy lives to work on something they love.

Our game and its sister projects are all being developed at W3dhub.com!

---Will there be a pure campaign mode or do you also plan a multiplayer mode? If there will be a multiplayer mode, do you also have some plans for an AI?

The game has always been strictly multiplayer, and any singleplayer aspects of the game have been practice levels for multiplayer. There is currently AI available on several maps, with plans to add more. These AI players are optional per-round and supplement players, filling empty slots and adding a whole new dynamic to the round.

While we believe a full-fledged singleplayer campaign would be amazing to include, our time is limited, and our resources would be much better-spent continuing to polish the multiplayer game that people have been enjoying together for many years. We do feature objective-based maps that players can co-operate or fight each other to accomplish or deny the other team from accomplishing.

Coastal_Influence_1.jpg

---Most of C&C Mods concentrate on the classic game. Why did you decide to make a first person shooter instead? Which factions will be playable?

The concept was already made into a first person shooter by Westwood themselves in the form of C&C: Renegade. All our founders did was take Westwood’s idea and adjust it to a total conversion game that fits Westwood’s prequel.

For 15 years, the game has been based on Red Alert, so there’s no reason to change the factions from being the classic Allies vs the classic Soviets, same as the two factions in C&C: Red Alert!

---How will the mod be supported in the future, what are your general plans for the future?

The game’s future is that it will continue to be developed for an undetermined amount of time. As always, it depends on the schedules and availability of those involved in its making, but there are yet features the game hasn’t seen that we’d love to continue exploring! Things that were only dreams 10 years ago are now currently features of the game.

---How important is the community to you?

The community is everything! We absolutely love teaching new players about the game and also enjoying regular games with folks who have played RA:APB for over a decade. It’s brought us very close together as a development team and as a community in general. Those people who stick around tend to join our social platforms like our forums, Discord, TeamSpeak, and our Steam group. Many times we play other games together as a community as well: whether it is C&C games, forum mafia, or just random games. We love games and we love the community, and we feel that our game is really the lynchpin that has helped bring and hold us together for so many years!

---What do you think, what is "Command & Conquer" supposed to be in the future?

Considering the direction EA has taken with Command & Conquer, we don’t hold much hope for Command & Conquer’s future, at least as far as official releases go. They are welcome to surprise us with something amazing, but in the meantime, we are sticking to continuing to develop and foster the nostalgia of the classics we know and love.

“He who controls the past commands the future, he who commands the future, conquers the past.”

---Is there anything, that you want to tell the community?

Firstly, thank you to each and every one of you. Without your support we would not have come as far as we have. As said before, the community is everything! It’s what has made this journey so memorable, what makes our games continue to be fun, and what drives development further. We cannot possibly thank everyone enough for everything they have done, fans and developers alike, but know that you truly are the foundation of this all.

We also want to let you guys know that there is an SDK available for the community. Anyone is welcome to download the SDK and make maps or contribute small personal mods. Here is the link: Gitlab.com

Screenshot.622.png

---Thanks for the interview, have a nice day.

Thank you! It’s always a pleasure getting to know folks from other C&C communities, and we hope you come and get a taste of our game, community, and sister projects!

German Version

Mit Red Alert: A Path Beyond erlebt man Alarmstufe Rot in einer komplett anderen Dimension, erfahre mehr im Interview.

Red Alert: A Path Beyond ist eine Standalone Modifikation die sich dem Alarmstufe Rot Universum verschrieben hat. In unserem Interview könnt ihr einen tollen Einblick ergattern, werft also schnell einen Blick darauf. das Interview haben wir mit ChopBam geführt.

ipsQuote" wrote: Zitat


Hallo, vielen Dank, dass du du dir Zeit für das Interview nimmst. Erzähl uns etwas über dich/dein Team.

Hallo und vielen Dank, dass ihr auf uns zugekommen seid.

Wir sind ein kleines Team von Fans, die Command and Conquer und die Modding Möglichkeiten, die von C&C Spielen wie Red Alert und Renegade bereitgestellt werden, lieben. Wir bei W3D Hub arbeiten zusammen an alleinstehenden Spielen, die auf der C&C Renegade Engine basieren. Das Script Team hat sehr hart daran gearbeitet, das Spiel auf neuerer Soft- und Hardware spielbar zu machen, ebenso fügen sie Features hinzu, um das Spielchen leistungsfähiger zu machen. Über die Jahre hatte unser Team mehrere Beitragende und wurde in verschiedenen Ländern veröffentlicht, was unsere Veröffentlichungs-Historie wirklich sehr unterschiedlich gestaltet hat.

MammothTanks.png


Bitte erzähl uns etwas über deine Mod, wie hat alles angefangen?

Ursprünglich hieß das Spiel Renegade Alert und wurde von zwei Leuten kreiert: L3f7H4nd3d und Agent_Gibson. Das Konzept von Renegade, wie mehr Spaß und "graphicalla ground-level", First-Person-Version der Events, die wir im Original Command & Conquer gesehen haben, RenAlert zielt darauf ab, dieses Konzept zu C&C: Red Alert zu tragen. RenAlert erschien in den alten Renegade Foren in 2002 und Aircraftkiller meldete sich freiwillig, um daran zu arbeiten. Als Aircraft dazu kam, machte L3f7H4nd3d hauptsächlich die PR Arbeit und ein paar Sounds, während Gibson an Fahrzeugen und Charakteren arbeitete. Aircrakiller selbst erschuf Gebäude und Umgebungen.

Der erste Release von Renegade Alert war nicht mehr als ein Modifizierungs Paket für Renegade, das ein paar Infanteryie-only Maps aufgewertet hat. Jeder, der das Spiel mal gespielt hat, kann dir sagen, dass es heute offensichtlich ein wenig anders als damals ist. :) Es heißt jetzt Red Alert: A Path Beyond und beinhaltet eine große Anzahl von Maps mit verschiedenen Objectives, dynamischem Gameplay und einer großen Auswahl von Einheiten und Taktiken, zwischen denen man wählen kann.

Was macht diese Mod speziell?

Dieses Spiel ist immer noch aktiv und gepflegt, sogar nach allem, was es durch machen musste. Es waren viele Jahre von Erfolg und Liebe durch online Spielbarkeit, Feedback und Entwicklung, die Game Design und Logik benutzt, die sich bewährt haben. Es ist speziell weil es das einzige freie, erfolgreiche Spiel seiner Art ist, basierend auf dem beliebten Klassischem, das Fans, alte und neue, genießen können.

Wie lang war es in Entwicklung, bzw. wie lange wird es das noch sein?

Die Entwicklung startete in 2002, das sind jetzt also bereits 15 Jahre. Das mag als eine lange Zeit erscheinen um ein Spiel zu entwickeln, aber halte im Hinterkopf, dass es ein freies Spiel ist, jeder, der daran gearbeitet hat, hat seine freie Zeit seines stressigen Lebens für etwas geopfert, das er liebt.

Unser Spiel und seine Schwester Projekte werden alle auf W3dhub.com entwickelt!

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Wird es einen reinen Kampagnen Modus geben oder plant ihr auch einen Multiplayer Modus? Falls es einen Multiplayer Modus geben wird, habt ihr Pläne für die KI?

Dieses Spiel war schon immer ein reines Multiplayer Spiel, jeder Singleplayer Aspekt des des Spiels ist lediglich als Überungslevel für den Multiplayer anzusehen. Es gibt derzeit KI auf verschiedenen Maps, Pläne für mehr gibt es ebenfalls. Diese KI-Spieler sind optionale per-round und Unterstützungs Spieler., welche leere Slots auffüllen und somit eine ganz neue Dynamik in die Runde bringen.

Während wir denken, dass eine eingebaute vollwertige Singleplayer Kampagne fantastisch wäre, so ist unsere Zeit begrenzt und unsere Ressourcen sind so viel besser genutzt, das Multiplayer Spiel aufzupolieren, das die Leute gemeinsam für viele Jahre genossen haben. Wir bauen objective-basierende Maps ein, auf denen Spieler kooperieren oder einander bekämpfen können um dem Gegner-Team den Sieg zu verwehren.


Die meisten der C&C Mods konzentrieren sich auf das klassische Spiel. Warum habt ihr euch dazu entschieden, stattdessen einen first-person-shooter zu machen? Welche Fraktionen werden spielbar sein?

Das Konzept wurde bereits von Westwood selbst in der Form von C&C: Renegade entworfen. Alles was unsere Gründer taten, war, die Idee von Westwood zu nehmen und sie in eine Umsetzung zu verwandeln, die zu Westwood's Prequel passt.

Das Spiel hat 15 Jahre lang auf Alarmstufe Rot basiert, es gibt also keinen Grund die Fraktionen vom klassischen Alliierten vs. Sowjets zu ändern, das gleiche gilt für die beiden Fraktionen in C&C Alarmstufe Rot.
Coastal_Influence_1.jpg

Wie wird die Mod in Zukunft unterstützt, wie sind deine generellen Pläne für die Zukunft?

Die Zukunft des Spiels wird fortgesetzt, indem wir eine unbestimmte Zeit lang daran weiter arbeiten. Wie immer wird es von Zeitplänen und der Verfügbarkeit der Involvierten abhängen, allerdings gibt es noch Features, die noch nicht im Spiel sind, die war aber gerne erforschen würden! Dinge, die vor 10 Jahren noch Träume waren, sind mittlerweile Teil des Spiels.

Wie wichtig ist die Community für dich?

Die Community ist alles! Wir lieben es, neuen Spielern etwas über das Spiel beizubringen und genießen es ebenso, Spiele mit Leuten zu spielen die über ein Jahrzehnt RA:APB gespielt haben. Es hat uns als Entwickler und Community näher zusammen gebracht. Diese Leute tendieren dazu, unsere sozialen Plattformen, wie unser Forum, Discord, TeamSpeak oder unsere Steamgruppe, zu besuchen. Oftmals spielen wir auch andere Spiele zusammen als Community: egal ob es C&C Spiele sind, Forum Mafia oder einfach zufällige Spiele. Wir lieben Spiele und wir lieben die Community, und wir spüren, dass unser Spiel der Dreh- und Angelpunkt ist, der dabei geholfen hat, uns und die Community zusammen zu bringen und uns über so viele Jahre zusammen zu halten.


Was denkst du, wie wird die Zukunft von "Command & Conquer" aussehen?

In Anbetracht der Richtung, die EA mit Command & Conquer eingeschlagen hat, haben wir nicht mehr viel Hoffnung für die Zukunft von Command & Conquer, zumindest was offizielle Releases angeht. Sie dürfen uns gerne mit etwas wunderbarem überraschen, aber in der Zwischenzeit fahren wir damit fort, die Entwicklung und Pflege der Nostalgie der klassischen Spiele, die wir kennen und lieben, zu erhalten.

"Der, der die Vergangenheit kontrolliert, befehligt die Zukunft, wer die Zukunft befehligt, der besiegt die Vergangenheit."


Gibt es etwas, das du der Community gerne sagen möchtest?

Zunächst, danke an jeden einzelnen von euch. Ohne eure Unterstützung wären wir nie so weit gekommen wie wir jetzt sind. Wie bereits gesagt, die Community ist alles! Sie ist, was diese Reise so unvergesslich gemacht hat, was unsere Spiele weiterhin so spaßig macht und was unsere Entwicklung weiter voran treibt. Wir können vermutlich nicht jedem genug dafür danken, was sie getan haben, Fans und Entwickler gleichermaßen, aber wir wissen, dass ihr die Grundlage für all das seid.

Wir möchten euch außerdem wissen lassen, dass eine SDK für die Community verfügbar ist. Jeder ist eingeladen, die SDK zu downloaden, Maps zu erstellen oder kleine Mods beizutragen. Hier ist der Link: Gitlab.com

Screenshot.622.png

Vielen dank für das Interview, auf wiedersehen.

Vielen Dank! Es ist immer wieder ein Vergnügen, Leute von anderen C&C Communitys kennen zu lernen und wir hoffen, dass ihr vorbei kommt und einen Vorgeschmack auf unser Spiel, unsere Community und seine Schwester Projekte beokmmt!

TS: Reborn July 2017 Update
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Red Alert: A Path Beyond

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APB 3.1.2.0 Changelog
Red Alert: A Path Beyond

APB 3.1.2.0 Changelog

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Medic and Volkov cut down to size, Sergeants more suited for center-mass shots, new building props, two more bot-friendly maps, and Militant Force! What...

AR :: June 2017 Update
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AR :: June 2017 Update

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Apocalypse Rising update! This update brings a closer look at the Navy SEAL C4, Soviet architecture, and Allied base defenses.

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Comments  (0 - 10 of 35)
zunnie
zunnie

It's funny how some trolls are going after our standalone mod ( Indiedb.com ) saying it is a pirated version.
Although it is true we use some assets from the original game most of the content we added is created by our developers. The no-cd thing is required for ANY standalone mod based on the SAGE engine to be able to run. This includes the releases of them guys that are now bashing this release @ TSR and AR. Even APB and TCW use it.

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moddb_dev
moddb_dev

This Engine has lags and so BAD! .CC Generals uses SAGE engine and it has performance problems on Modern OS like;Win8.1 x64...

Reply Good karma Bad karma-4 votes
WartotalXD
WartotalXD

where can i get Sage engine pls help??? I need it for a Mod

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Kark-Jocke
Kark-Jocke

Wery good mod ;)

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jordanrw8
jordanrw8

(buried)

Norwegian piece of ******* ****.

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JMEK96
JMEK96

i probably sound like a complete retard here guys but im new to this sorta thing so could anyone give me advice to how to get these engines??

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Guest
Guest

You have to buy a game that has this engine. After that, you decompile it and use it. You have to get permission from EA though, otherwise you could run into some legal issues, however.

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FILM_Smartson
FILM_Smartson

1. buy a game that uses SAGE engine.
Examples: C&C3, RA3, C&C Generals
2. learn how to code with the .INI files
3. if you are going to make a game with this engine, make sure that the textures, models, gameplay, is completely different
4. if you have a copyright problem with the engine,
just make a total conversion mod

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Four_Hammers
Four_Hammers

I think EA should give up their SAGE because it sucks and they don't have originality

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ApornasPlanet
ApornasPlanet

Hello! I need to learn how I can open up the official SP missions from TW in world builder. So that I can look at the scripting and stuff. Please let me know!

//Apornas

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TAK02
TAK02

There should be a file with the name Maps or something. Open it with XCC Mixer, extract and open using world builder. You may need to go inside every directory inside the game's folder before you find it. In C&C4; it's in Data

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Highest Rated (4 agree) 10/10

one of the best RTS engines out there.

Feb 7 2010 by Maxen1416

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