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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January 2016 Update

News 5 comments

Hello everyone,

Welcome to the Jan 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 at E3 2015 everything has been quite crazy, we have been working as hard as we can in between personal matters and delays that have hit us quite hard leaving us about 3-6 months behind schedule.

Even so we have been working incredibly hard to produce new content, so its only fair we update you the community on everything which is why you have probably seen a boost in images posted.

You may or may not know but we do a lot of reverse engineering from the PS2 games, this helps us get the scale correct for the parts, this is done by extracting the models and the textures from the PS2 games (which is incredibly hard and time consuming), applying a bend modifier to the models in attempt to fix warping caused by the engine during the extraction process, fixing the faces that are not unified, welding all the vertexes, scaling down and fixing all the UV issues from the textures, then once that is done then going a head and fixing any other scaling issues by remaking the entire model using the fixed PS2 version as reference, then slowly building up the details based on the textures, by the time this is all done its made completely from scratch and is as accurate as we can get the models.

This is how the magic happens

Gallery

Work in progress

Work in progress

Work in Progress

Community Support

We have been actively seeking to grow the AC community through various means, the AC podcast above is one example as the AC community has no dedicated podcast to cover events, happenings or just general talk in the AC community, this podcast serves to at least fill the large gap in the western community's content creation area which has slowly faded out in favour of leaving most of the content creation to the rest of the world.

We thank you for the continued support again as it really helps make the long development process easier to deal with.


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)

XCOM 2 to Ship with mods!
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XCOM 2 to Ship with mods!

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Firaxis partners with Long War Studios in a new trend of Developer curated Official Mods!

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Angels Fall First

Merry Christmas - may good cheer plug your hulls!

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Happy Holidays and a Jolly New Space Year from the AFF Team. Thanks for all the support in 2015 and stay tuned for 2016!

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GRINDHOUSE Killing Floor 2 Mapping Competition Wave 2

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Thank you for all players !

News 0 comments

Thank you very much to all the players that we try our game! over 2000 downloads!

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Post comment Comments  (20 - 30 of 136)
Ubris
Ubris

Too bad there isn't a Linux compatibility :(

Reply Good karma Bad karma+4 votes
dissonance
dissonance

UE3 theoretically works with OpenGL, but UDK isn't supported on Linux. Go figure.

Reply Good karma Bad karma+4 votes
ice_trey
ice_trey

(buried)

indeed unreal engine sux, merely bsods and fugly graphical itches and whatnot for anything "unrealfueled", the makers of this abomination actually got sued for its crappiness lol

Reply Good karma Bad karma-10 votes
AmaroqDricaldari
AmaroqDricaldari

I have Unreal, Unreal II, Unreal Tournament 2004, and Unreal Tournament 3 on my computer. Will there be an update where later versions of the Unreal Engine update the physics of earlier versions? Unreal Engine 3 Physics in the first Unreal game would be EPIC.

Also, it would mean whenever I installed another Unreal Engine Game, I wouldn't have to download files that I already have, and when I install Dust 514 (once it comes out), I will have lighting that is even better than HDR (in both quality and performance).

Reply Good karma Bad karma+4 votes
OverwatchNow
OverwatchNow

Currently I played UT3 and Black Site Area 51 which is using that technology. The only dissapoint is a huge amount of bleaks on everything you see.

Reply Good karma Bad karma+2 votes
P4TRICK
P4TRICK

Want this for xbox!! do want

Reply Good karma Bad karma+2 votes
JustNameless
JustNameless

One of the best engines around but awefully theres no AA support for my favourite games... :(

Reply Good karma Bad karma+5 votes
valatmir
valatmir

Its a battle agains Unity and Unreal Engine!^^
So I must use a 3rd Engine mhm I think Cryengine xD (If Cryengine comes out 4 free!)

Reply Good karma Bad karma+2 votes
gearsguysucksl4qpwns
gearsguysucksl4qpwns

(buried)

this engine sucks nig puzy vavls 1 pwns

Reply Good karma Bad karma-17 votes
ytres
ytres

"gearsguysucksl4qpwns" probably likes the New Boyz.

Reply Good karma Bad karma+4 votes
catman_94
catman_94

its so great you dont know what it is called.......

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