Epic’s ubiquitous Unreal Engine has been treated with much respect by those in the know. Powering games like Deus Ex: Invisible War, Thief: Deadly Shadows, Pariah, Rainbow Six 3, Splinter Cell and Unreal Tournament 2004 (well, duh!) its technical prowess has had wide reaching consequences.
Although the latest Unreal game is yet to be announced, Epic have given a technical demonstration of what can be done with their new Unreal 3.0 engine. For the tech-spec hungry statistic boffins, there’s the full lowdown at www.unrealtechnology.com. For those that don’t know their ‘High Dynamic Range Rendering Pipelines’ from their ‘Pre-computed Bump-granularity Spherical Harmonic Maps’, then here’s an approximate translation of what improvements you can expect...
VISUAL FEATURES
More precise colours and enhanced lighting effects.
Dynamic shadow effects with greater accuracy.
Seamless transition of indoor to outdoor lighting effects.
More accurate distance fogging
PHYSICS
Improved ragdoll character animation
More complex interaction with objects and vehicles
Full support for physics-reliant vehicles
Physics modelling tool built into UnrealEd
ANIMATION
More complex skeletal animation
Cunning tree system for animated objects, e.g. character eyes moving to track other players.
GAME FRAMEWORK & ARTIFICIAL INTELLIGENCE
Path-finding A.I. allowing enemies to navigate temporary obstructions.
Improved objective management and long-term goals for AI based teams.
AI paths editable in UnrealEd.
‘UnrealMatinee’ provides more creative in-game cinematics
Based on previous experience, it would be foolhardy to suggest this the Unreal 3.0 engine will be any less popular with development teams than its previous model. The next actual Unreal game should show how it’s done.