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 Report abuse Latest News: Game Competition (Day One : Garry's Incident)

About Day One : Garry's Incident with 18 comments by Kark-Jocke on Jun 8th, 2014


~ Day One : Garry's Incident ~

Day One : Garry's Incident follows Garry Friedman. Garry's wife and daughter were recently killed in an accident of some kind, leaving the middle-aged Garry depressed. He has since drowned his sorrows in alcohol and become a pilot, willing to do any job, no matter how dangerous, for the money.


On Friday, 13 June 2014, Garry collects some cargo in his plane from a research facility in Yellowstone National Park, en route to Nevada, with the drop location updated along the way. However, as he is leaving, the Yellowstone Caldera begins to erupt, and the plane begins spiraling out of control. However, this triggers the artifacts he is carrying in the back of the plane, which transport him to the Amazon Rainforest.


As the plane descends, Garry passes out of consciousness, the trees breaking his fall and keeping him alive. In the jungle, Garry discovers an ancient native civilization, finds food, builds his own weapons and survives, discovering artifacts left by aliens hundreds of years previously.


~ Day One : Garry's Incident gameplay ~



Game Competition (Day One: Garry's Incident)

~ Answer the following questions to win ~


  • Question 01: If you had been stranded on an island with no civilization, what is the first thing you would have done to survive on the island?
  • Question 02: What would have been your plan to get away from the island?
  • Question 03: You have found an old M1911 gun on the island and there are still full ammo in the gun. Suddenly you are attacked by a lion where you found the gun. What would you have done? Run for Life? or stand and fight the lion?  
  • Question 04: If this had been real life adventure, how long do you think you would survive?  


This competition
is
 under the Rule nr. 01 - (Game Competition Info)
One Lucky winner will be drawn in this competition.
This competition will expire 13.06.2014 - (The competition is now closed)
Those who win will be contacted by those who Sponsor this competition
The game will be handed on PC through Steam.
To aid delivery through Steam friend one of the Sponsors.
To see Sponsor list refer to main blog here.

Sponsor of this competition is: Kark-Jocke

~ I wish you good luck and may the best win ~

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Post comment Comments  (40 - 50 of 134)
TheDespencer
TheDespencer Apr 9 2010, 9:47pm says:

hey can it make medevil

-3 votes     reply to comment
TheDespencer
TheDespencer Apr 9 2010, 9:49pm replied:

and it looks like a horror engine. you should make it where you can put a game on xbox

-2 votes     reply to comment
Riker7
Riker7 Apr 6 2010, 9:54pm says:

maybe George broussard will use this engine to finish the dnf lol

+4 votes     reply to comment
Xul
Xul Apr 13 2010, 8:07pm replied:

haha, that was a good one :D

+2 votes     reply to comment
Admiral_Skeybar
Admiral_Skeybar Apr 1 2010, 2:30pm says:

Can you make spacesims in this game? I want to make a game where a caracter can walk around like in a FPS and then enter his space ship and take of through the atmosphere. REALLY complicated to make but does this engine provide the tools?

+1 vote     reply to comment
theo365
theo365 Mar 24 2010, 5:50pm says:

can you play UT3 mods with only this installed are do you need the game?

0 votes     reply to comment
shadowofamn
shadowofamn Mar 31 2010, 5:05pm replied:

UDK and UE3 are completely different in term of what you start with. UDK have limited props and art assets which you must build off a library on your own. UE3 on the other hand have all of the UT3 asset on your hands to create a mod for it.

The catch is for UE3, you need to buy the game do use their assets which requires you to own UT3 to play the mods made from UE3. All the assets made up a lot of space so that's why UT3 is like 7GB in size, not including updates.

UDK on the hand have very little assets, it is the skeleton and you will have to create your own art assets to make it. The good thing is the author can distribute their games and their assets for free and you don't have to buy UT3 to play them.

To answer your question, you need the game for mods made with the unreal editor 3.

+1 vote     reply to comment
Narlyteeth
Narlyteeth Jun 10 2010, 2:32am replied:

UDK is a toolkit powered by UE3. the free version of UDK only has source codes to UT3 for demonstration purposes. the big lisence version has source codes to pretty much every thing epic has made for the engine. including Gears of war 2, and the engine itself.

+1 vote     reply to comment
leilei
leilei Apr 8 2010, 10:37am replied:

You're confusing owning UT3 to owning UE3. With just licensing UE3, you get nothing but the engine, its base classes, to start from scratch from. No UT3 files.

+1 vote     reply to comment
Auth3ntic0
Auth3ntic0 Mar 11 2010, 4:13pm says:

Well we see this famous engine ported for linux platforms in the future?

+1 vote     reply to comment
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Platforms
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Company
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Release Date
Released Aug 31, 2007
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