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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Blog RSS Feed Post news Report abuse Latest News: Alpha gameplay trailer

About Energy Heroes with 0 comments by DSCStudio22 on Jun 19th, 2015

DSC Studio22, indie video game creator and developer is pleased to announce that the Energy Heroes' community website is now open: Official website.
With a new visual identity and content, we are expecting you to join us! Register now and discover all of the features offered by the website.

At the same time, a few weeks from the closed alpha release scheduled this summer, we unveil the first Energy Heroes gameplay trailer: Trailer . This trailer will immerse strategy hobbyists into a science fiction universe, combined with an original gameplay conceived to maximize the video game experience brought by this MOBA/ TPS.

By watching these dynamic battle scenes, players will be able to discover the first 5 mercenaries, the game interface, the shop, buildings and to understand the game main objectives (team play, destroy building following a specific order, interact with element from the map like the big main doors etc.)

950x150 CoverEH 06 15 2

While waiting for the alpha release, please follow the video game news on the official website and by liking the facebook page. Do not hesitate to re-tweet and make some noise for Energy Heroes, and don't forget that you can follow the game development on our devblog.

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Post comment Comments  (30 - 40 of 136)
Paxton Jun 28 2010, 12:51am says:

I can't imagine Mass Effect 2 running on this. :l

+2 votes     reply to comment
HalfLife-HeadCrab Jun 23 2010, 5:40pm says:

I'm new to making maps and stuff and I was wondering is this easy to use first time trying to make a mod or model? If you have a answer please go to my profile and write it on the main page.

Thanks Guys.

+2 votes     reply to comment
theBIGkBUNS Jun 7 2010, 5:59pm says:

:( my cpu is too bad to run udk :(:(:(:(

+2 votes     reply to comment
Cremat0r Jun 4 2010, 2:25am says:

Wow, I love VALVe because of their work, but, seriously, Source surely has many good things , but in UE3, they are way better.
Just look at the high amount of indies developed in UE3!
Source is really going down.

+6 votes     reply to comment
ytres Jul 11 2010, 11:53pm replied:

Ya valve needs to catch up.

+2 votes     reply to comment
FlyingGhoul May 30 2010, 4:02am says:

On this engine is made awesome games as borderlands and all i a days work. Source is going down. Unreal engine rulez!!

+3 votes     reply to comment
Narlyteeth Jun 10 2010, 2:27am replied:

Hell yeah!

+1 vote     reply to comment
JBJHJM Jul 7 2010, 2:27pm replied:

Hell yeah^2!
And its way better - its frustrating to work in a small dev team for years and all you get is a s**t engine...

+2 votes     reply to comment
zerocreatorz Jul 5 2010, 4:41pm replied:

I concure, Borderlands is an epic game with an epic amount of weapons all built in the UDK.

+1 vote     reply to comment
TheUnknownM May 5 2010, 10:57am says:

best engine ever

+3 votes     reply to comment
PeterHat Jun 1 2010, 12:27pm replied:

well at lest now when 4 is not out

+2 votes     reply to comment
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