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!

Merry Christmas - may good cheer plug your hulls!
Angels Fall First

Merry Christmas - may good cheer plug your hulls!

Angels Fall First 1 comment

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

GRINDHOUSE Killing Floor 2 Mapping Competition Wave 2
Killing Floor 2

GRINDHOUSE Killing Floor 2 Mapping Competition Wave 2

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Winners from the 45 new Killing Floor 2 maps have been selected!

Thank you for all players !

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  (40 - 50 of 136)
TheUnknownM
TheUnknownM

best engine ever

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PeterHat
PeterHat

well at lest now when 4 is not out

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0SmooK0
0SmooK0

For those who are new, Thsi guy gives really good tutorials Apistudios.com

Reply Good karma Bad karma+1 vote
TheDespencer
TheDespencer

hey can it make medevil

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TheDespencer
TheDespencer

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

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Riker7
Riker7

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

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Xul
Xul

haha, that was a good one :D

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Admiral_Skeybar
Admiral_Skeybar

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?

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theo365
theo365

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

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shadowofamn
shadowofamn

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.

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Narlyteeth
Narlyteeth

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.

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leilei
leilei

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.

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