Unreal Engine 3 is a complete game development framework for next-generation consoles and DirectX9-equipped PCs, providing the vast array of core technologies, content creation tools, and support infrastructure required by top game developers.

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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55 comments by stenchy on Apr 4th, 2008 digg this super bookmark


Unreal modders start bustin' out those editors, because the next 'Make Something Unreal' contest is on its way. The contest is divided up into four phases, with categories for everything from mutators to level design and asset creation. Educational categories also allow for students to submit school projects as well. According to the rules, judging for the first phase commences June 27, 2008 with the final deadline for submissions of phase four on August 31, 2009. Prizes will include Intel Velocity Micro PCs, software development products and multiple cash purses. The grand prize will of course be a license for the Unreal Engine 3, essentially paving the way to turn your mod into a fully commercial product. Like previous winner, Red Orchestra, you too can go from mod-maker to game developer. For all the details, check out the website for the Make Something Unreal Contest.

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Comments  (0 - 10 of 16)
TacticalCombine642
TacticalCombine642 Sep 17 2008, 6:56am says:

this engine made my computer lags more and more

+1 vote     reply to comment
InfernoX347
InfernoX347 Aug 28 2008, 11:12pm says:

I dislike the Unreal 3 engine for it's lack of AA support and horrible texture streaming. However it does do facial detail very well.

+1 vote     reply to comment
MrBCut
MrBCut Aug 11 2008, 3:29am says:

Whether gamers, developer, publishers, or haters like it or not, you have to take your hat off to Epic for allowing such incredible sophistication be available to Indie developers and modders like us!

Let us all bow.

+1 vote     reply to comment
Necrhemancer
Necrhemancer Aug 3 2008, 9:20am says:

Dynamic Liquids system are really gorgeous!!! This technology will be used on Gears of War 2.

+2 votes     reply to comment
frayshot
frayshot Jul 20 2008, 3:05pm says:

how do i start creating mods.

+1 vote     reply to comment
machette
machette Jun 22 2008, 1:38am says:

ahh i cant acesse it when i bought ut3 from steam!! someone explain why i cant use it!!

+1 vote     reply to comment
ShadowedByGuilt
ShadowedByGuilt May 19 2008, 12:55am says:

Eh, Bioshock is a fantastic game, so is Unreal Tournament but the Unreal Engine is screwed in a number of ways. For example,
Texture Pop Ups- While playing Bioshock I can't even begin to count how many times I had to wait for the correct texture detail level to popup. And how many times I harvested the little sister(don't judge me) and didn't even get to see the orange spots on the slug he rips out of her! Just a little black smudge. It is screwed in some Unreal ways, lol. Source pwns...

+1 vote     reply to comment
Gikon
Gikon Jul 1 2008, 7:36pm replied:

That just means your computer sucks, I never got those problems.

+2 votes     reply to comment
BunnyKinx
BunnyKinx May 26 2008, 6:27am replied:

ok ok ok... texture popups...

I do know what your talking about. BUT! 2 months ago a built a new computer and them problems vanished. ALSO if you put the graphic detail of bioshock into the source engine you would be running at 1fps. thats not a dig at the source engine. thats just to explain why the texture popup has been added to the unreal engine.

All in all source and unreal engine are both great engines but both have pros and cons. I think we can all forget about the cryengine2 for now and let source and unreal fight it out. source has loads more fans then unreal but unreal has the intergrated partner progam.

Also just a final comment. they dont need to turn on the texture popup. its just better on your graphics card. :)

+2 votes     reply to comment
Wiweeyum
Wiweeyum Oct 1 2008, 6:28pm replied:

Haha! That makes me funny inside!

+1 vote     reply to comment
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Released Sep 1, 2007
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