Every aspect of the Unreal Engine has been designed with ease of content creation and programming in mind, with the goal of putting as much power as possible in the hands of artists and designers to develop assets in a visual environment with minimal programmer assistance; and to give programmers a highly modular, scalable and extensible framework for building, testing, and shipping games in a wide range of genres.

Main Features

  • 64-bit color High Dynamic Range rendering pipeline. The gamma-correct, linear color space renderer provides for immaculate color precision while supporting a wide range of post processing effects such as light blooms, lenticular halos, and depth-of-field.
  • Support for all modern per-pixel lighting and rendering techniques including normal mapped, parameterized Phong lighting; custom artist controlled per material lighting models including anisotropic effects; virtual displacement mapping; light attenuation functions; pre-computed shadow masks; directional light maps; and pre-computed bump-granularity self-shadowing using spherical harmonic maps.
  • Advanced Dynamic Shadowing. Unreal Engine 3 provides full support for four shadowing techniques:
    • Dynamic stencil buffered shadow volumes supporting fully dynamic, moving light sources casting accurate shadows on all objects in the scene.
    • Dynamic characters casting dynamic soft shadows on the scene using shadow buffers. Shadow buffer filtering takes samples on a jittered disc that are rotated per-pixel to detect shadow penumbras. Dynamic branching is then used to refine shadow coverage in penumbra regions.
    • Ultra high quality and high performance pre-computed shadow masks allow offline processing of static light interactions, while retaining fully dynamic specular lighting and reflections.
    • Directional Light Mapping enables the static shadowing and diffuse normal-mapped lighting of an unlimited number of lights to be precomputed and stored into a single set of texture maps, enabling very large light counts in high-performance scenes.
  • All of the supported shadow techniques are visually compatible and may be mixed freely at the artist's discretion, and may be combined with colored attenuation functions enabling properly shadowed directional, spotlight, and projector lighting effects.
  • Volumetric environmental effects including height fog.
  • Full support for seamlessly interconnected indoor and outdoor environments with dynamic per-pixel lighting and shadowing supported everywhere.
  • UnrealKismet, our visual scripting system:
    • Gives artists and level designers virtually limitless control over how a level will play without touching a single line of code.
    • By connecting together simple events and actions created by programmers, everything from simple behaviours to complete gameplay prototypes can be assembled quickly.
    • UnrealKismet supports hierarchies of scripts for organizing very complex sequences into manageable units.
  • The Unreal Editor (UnrealEd) is a pure “What You See Is What You Get” content creation tool filling the void between XSI, 3D Studio Max and Maya, and shippable game content.
  • A powerful browser framework for finding, viewing, and organizing game assets of all types.
  • Visual placement and editing of gameplay objects such as players, NPCs, inventory items, AI path nodes, and light sources – with a full realtime view of their appearance, including 100% dynamic shadowing.
  • Includes a data-driven property editing framework, allowing level designers to easily customize any game object, and programmers to expose new customizable properties to designers via script.
  • Realtime terrain editing tools allowing artists to elevate terrain, paint alpha layers onto terrain to control layer blending and decoration layers, collision data, and displacement maps.
  • Visual Material Editor. By visually connecting the color, alpha and coordinate outputs of textures and programmer-defined material components, artists can create materials ranging from simple layered blends to extremely complex materials and dynamically interacting with scene lights.
  • Animation tool enables artists to import models, skeletons, and animations, and to tie them to in-game events such as sounds and script notifications.
  • In-editor “Play Here” button puts gameplay just one mouse click and a fraction of a second away. Here, you can test gameplay in-editor in one window while modifying objects and rearranging geometry in another.
  • Plug-ins for 3D Studio Max and Maya to bring models into the Unreal engine with mesh topology, mapping coordinates, smoothing groups, material names, skeleton structure, and skeletal animation data.
  • Fully integrated source control, so that artists and level designers can check out content packages, modify, and check in from within the editor.
  • All the other niceties you'd expect from a modern content editing tool: Multi-level undo/redo, drag-and-drop, copy-and-paste; customizable key and color configuration; viewport management.
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June 2016 update

News 0 comments

Hello everyone,

Welcome to the June 2016 update for Project : Limit Release, in this update we will be talking about everything related to the new content being developed for the film.

WARNING:
This is a 3D Machinima movie project NOT a game.


(Machinima is a form of animation created using video games or video game engines to render the footage.)

Development News

Since our last update we have been working incredibly hard, we made a major update showing off the new quality of content around E3 and everyone seems to have enjoyed it, especially getting to see what quality bar we are aiming for and being able to view it at their own discretion.

The models we showed off include the following,

These models are all part of the quality bar, we want everything to be this good from now on, our polygon counts are similar to that of any recent Final Fantasy game allowing us to put a lot more details into our models, most interestingly after being contacted to display content for the UDK showcase in 2011, now we have been contacted by someone from Blizzards marketing department who is interested in our work and is keeping a close eye on things to see how they go.

We are working on finishing up the remaining parts before getting everything ready to be made into low polygon format, those who remember how this worked with the original Limit Release (OVA) will know that the development process sped up considerably when it came to making every model into its low polygon version, so in future you`ll be seeing a drastic increase in the amount of images and content posted up.

Future Deadlines

We are setting ourselves more deadlines in an attempt to put out content updates more frequently, the only problem is because we pride ourselves on being honest with you all 100% of the time (allowing you to trust us), it has conflicted slightly with us attempting to make surprises for you all, which was why we had a dry spell in terms of the lack of updates posted from between Feb 2016 to when this update is posted for the public to see, purely because we wanted to give you all a really big surprise to enjoy, please never misunderstand that we work on this project as hard as we can, taking up most of our time daily and that even though some times we may not post up as many updates we are committed like the first time to seeing this through until its completion, as such just be very patient for the updates and never consider the project to be dead or us to have given up as that will never happen.

Want more information about the project?

See you all next update, and remember you can stay in touch with the project for more frequent updates at Facebook.com

Sandro & David
(Limit Release Devs)

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devmangekyou
devmangekyou

Can I make my game on this engine without getting charged if I decide to sell my game?

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huseynxan
huseynxan

yes, till u get 50 000 $ income, afterwards you will 25 cents of each dollar, so it is not such a big deal. if you get 100.000$ from your 1st game or at least 60.000$ it is O.K. to pay back something to EPIC.

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LordIheanacho
LordIheanacho

Long live Unreal Technology!

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asif_ridwan
asif_ridwan

Unreal Technology, Sure is the best of all. I love this game engine!

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asif_ridwan
asif_ridwan

An awesome engine. If someone could make Half Life 2 HD Remake Mod for any FPS game of Unreal Engine 3 (like Unreal Tournament 3), then it would be awesome.

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Jackie362
Jackie362

This engine better

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shipoopi
shipoopi

Is this the same thing as Unreal Development Kit (UDK)

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huseynxan
huseynxan

Yes. same, UE is licensed and ready to serve version of UDK

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