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Unreal Engine 3 Tech

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Kako neko rece, ono sto je svojevremeno Quake Engine bio za igracku industriju, to je danas Unreal Engine 3.

Naime, UE3 je tehnologija, ili masina na kojoj se radi naveci broj "AAA" naslova, kako za nex-gen konzole, tako i za PC.

Obzirom na tu cinjenicu, odlucio sam da napravim jedan tred gde mozemo da se bavimo igrama koje ce izaci (ili su izasle) na ovoj masini.

Tehnicke specifikacije, ili ti "fičersi" UE3 Tehnologije:

Rendering Features

* Multi-threaded rendering system – Gemini.
* 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:
o Dynamic stencil buffered shadow volumes supporting fully dynamic, moving light sources casting accurate shadows on all objects in the scene.
o 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.
o 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.
o 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.
* Split-screen rendering.
* High-resolution screenshot support.
* Post-processing effects: motion blur, depth of field, and bloom.
* Artists can build terrain using a dynamically-deformable base height map extended by multiple layers of smoothly-blended materials including displacement maps, normal maps and arbitrarily complex materials, dynamic LOD-based tessellation, and vegetation layers with procedurally-placed meshes. Further, the terrain system supports artist-controlled layers of procedural weathering, for example, grass and vegetation on the flat areas of terrain, rock on high slopes, and snow at the peaks.
* Powerful material system, enabling artists to create arbitrarily complex realtime shaders on-the-fly in a visual interface that is comparable in power to the non-realtime functionality provided by XSI and Maya.
* The material framework is modular, so programmers can add not just new shader programs, but shader components which artists can connect with other components on-the-fly, resulting in dynamic composition and compilation of shader code.
* Extensible particle system with visual editor – UnrealCascade – supporting particle physics and environmental effects.




Sve je pocelo cuvenom demonstracijom pre tri godine na E3:

http://www.fileplanet.com/140731/140000/fileinfo/Unreal-E3-2004-Engine-Demonstration

Ono sto je Epic tada pokazao je bilo zaista revolucionarno, ali do pojave prvih naslova, trebalo je da prodje jos mnogo vremena...
 
Poslednja izmena:
RoboBlitz

... godinu dana nakon prve javne demonstracije UE3, usledio jeprvi tehnoloski demo:

http://www.fileplanet.com/159419/150000/fileinfo/RoboHordes-Tech-Demo-[Unreal-3.0-Engine]


RoboHordes je prvenstveno bio dizajniran s ciljem demonstracije mogucnosti intelovih procesora. Ovaj tehnoloski demo nije radio na AMD procesorima.

Developer koji je ravio ovaj demo, nastavio je da radi dalje na igri zasnovanoj na UE3 masini i nakon godinu dana (2006) iznacenje RoboBlitz



Ovo je simpaticna arkada koj aje jedinstvena po tome sto su sve animacije u igri uradjene u realnom vremenu zahvaljujuci implementaciji AGEIA PhysX API-a. Drugim recima, sve sto je animirnao u igri, nema svoju predefinisanu verziju u okviru nekog fajla koja se u odredjenom momentu ucitava. Zahvaljujuci ovome, RoboBlitz je ispunio zahteve za distribuiranje preko XBOX Live servisa. Za PC, naravno stize na CD-u.
 
Rainbow Six: Vegas

krajem 2006 izlazi prvi pravi "AAA" hit napravljen na UE3 masini.

http://download.gametrailers.com/gt_vault/t_rainbowsixvegas_msx06_h264.wmv


Rainbow Six: Vegas je nastavak cuvenog serijala R6 naslova. Obzirom da je prva u dugom nizu FPS/TPS naslova zasnovanih na UE3 masini, R6V je koristio najraniju verziju UE3 masine, koja je tada bila dostupna developerima. Pa ipak R6V je vizuelno impresivna igra. No Od UE3 masine se moze cekivati jos mnogo vise.



Na prvom mestu, UE3 prema tvrdnjama ljudi iz EPIC-a ce doneti pravu podrsku za DIrectX10. Osnovni benefit podrske za DX10 bice funkcionalnot AntiAliasinga, koji UE3 pod DX9 ne podrzava.
 
Rogue Warrior

Rogue Warrior is a story-driven shooter that provides team-based tactical combat set in massive, contiguous levels using Unreal 3 streaming technology. Central to the game's single and multiplayer experience is the idea of a freeform battlefield, where players are given the freedom to choose how to complete a given objective, allowing for creativity and surprises, rather than heavily scripted events and tightly contained spaces traditionally used in this genre.
In Rogue Warrior, you play Dick Marcinko, leader of an elite SEAL unit trapped behind enemy lines in North Korea on a covert mission to assess the threat posed by North Korea’s nuclear arsenal. When war breaks out between North and South Korea, you must try to lead your team back into South Korea while greatly outnumbered and with no support and limited resupply. Your journey will take you through a variety of never-before-seen environments inside of North Korea, including submarine pens, shipbreaker yards, prison camps, and more.


http://www.zombie.com/rogue.htm



Ovo je sveze najavljena igra cuvenog izdvaca koji stoji iza naslova kao sto je Oblivion. Igra navodno treba da izadje ove godine, a pored podrske za obe "nex-gen" konzole, nacice se i na PC-u
 
Brothers In Arms: Hell's Highway


Brothers In Arms Hell’s Highway brings the critically acclaimed squad-based WWII shooter into the next generation of gaming with amazing graphics and sound, new cutting-edge gameplay features, and a totally redesigned online component.

Delivering on the franchise’s compelling story, unrivaled authenticity and intense squad-based action, Brothers In Arms Hell’s Highway drops you into Operation Market Garden, the largest paratrooper operation in World War II. Lead Matt Baker, Joe Hartsock and the rest of the 101st Airborne Division as they fight to open “Hell’s Highway” in a daring bid for a quick end to the war.


Ova igra zaista sjajno izgleda:

http://download.gametrailers.com/gt_vault/t_brothersinarmshh_e32k7_walkthrough_gp_h264.wmv

Vidi se da ljudi imaju zaista dosta iskustva sa EPIC-ovim masinama. Izvukli su sjajnu grafiku u novom nastavku BiA serijala.

 
Poslednja izmena:
Legendary: The Box

ovo je najsveziji naslov najavljen na UE3 Masini:


Developed by Spark Unlimited, Legendary: The Box may have an awful name, but it has an awesome premise. Deckard was duped into stealing and opening Pandora's Box by a mysterious man named LeFey. This evil figure runs the Black Order, a cult of insane mercenaries bent on ruling the world. LeFey hopes to use Pandora's Box to control the creatures it has released and use them to rule the world. Until LeFey gains hold of The Box, the creatures will run wild. And once LeFey does get hold of The Box, those same creatures will run wild, but with a purpose. The only one who can save the world is Charles Deckard.


http://download.gametrailers.com/gt_vault/t_legendarythebox_e32k7_devwt_pt2_gt_h264.wmv

 
jedini, po meni ne tako mali, problem sa UE3 je nedostatak AA mogucnosti. Roboblitz je recimo cool i impresivno izgleda na CRT monitoru u 1600x1200, medjutim na 19" LCD-u u 12x10 ne izgleda bas tako slavno. Veliki broj detaljnih bumpova, normal mapa, sitnih objekata koji glume ukrase isl. toliko "trepere" da je igra zapravo (meni) ruzna. Utisak je kao prvi test iz marka 2005, sve treperi. Ali, nema veze, sta da se radi, nisu oni krivi sto mi nemamo vise CRT monitore i sto imamo male rezolucije na povecim ekranima pa nam je zrno krupno :) (mada ni na 17" LCD-u u 12x10 ne izgleda puno bolje).

Dalje, Nedjo, zaboravio si monster madness, nije bas toliko impresivan koliko Vegas, ali sta je tu je. Fali ti i UT3, koji je verovatno najbolja demonstracija UE3 do sada (jes da nije izasao ali...), u stvari ne fali ti nista, verovatno ni nisi hteo sve naslove da nabrajas :)

Nice Topic btw ;)
 
Poslednja izmena:
oci me zabolese od kolicina blura u Rogue Warrior... vidim cim naprave nomalne likove, onda ne umeju da naprave vegetaciju kako valja... pa dobro, ne mozes sve od jednom
 
Dalje, Nedjo, zaboravio si monster madness, nije bas toliko impresivan koliko Vegas, ali sta je tu je. Fali ti i UT3, koji je verovatno najbolja demonstracija UE3 do sada (jes da nije izasao ali...), u stvari ne fali ti nista, verovatno ni nisi hteo sve naslove da nabrajas :)

Nice Topic btw ;)

thanx! Tek sam poceo da redjam igre, do kraja cu ubaciti sve poznate (a mozda i koju npoznatu - cisto zbog Gorancheta :d)
 
Poslednja izmena:
thanx! Tek sam poceo da redjam igre, do kraja cu ubaciti sve poznate (a mozda i koju npoznatu - cisto zbog Gorancheta :d)

moj favorit od manje poznatih: Interstellar MArines :D Ne zaboravi njih. Okacio bi ja, ali necu da ti kvarim dobar topik koji si zapoceo. Trebalo bi da drzis na vrhu sve postove koje pravis o igrama, da bude pregledno :wave:
 
do sad mi je ovaj Legendary: The Box bio nepoznat. deluje zanimljivo ali bih rekao da koriste previse od onoga sto dolazi sa ue3 sdk jer mi neke stvari previse lice na geow.



da i ja pohvalim ovu odlicnu temu :happy:
 
GameDaily, IGN and ShackNews have posted their impressions of Gears of War PC. Demo machines were running a smooth 60fps at 1920x1200 resolution on machines equipped with Nvidia 8800-series cards and 2GB of RAM.


najbolji je ovaj deo "cards"... mnozina... a i procesor nisu stavili, a skoro su iz crytek-a rekli da npr crysis obozava cetvoroglave procesore...
 
Naravno, treba sacekati da te igre izadju, a ako treba i +2,3 meseca posle izlaska. Mozda ce ove igre sa U3 engine-om biti manje zahtevne od Crysisa, pa ce kupovina Crysis recommended konfiguracije biti dobar potez.
 
BioShock

Ovo ce ili biti vrh vrhova ili propast.

Jedno je sigurno, sa vizuelnog aspekta igra je fenomenalna:



BioShock is a revolution in the shooter genre that will forever change the expectations for the FPS. Going beyond "run and gun corridors," "monster-closet AIs" and static worlds, BioShock creates a living, unique and unpredictable FPS experience

http://download.gametrailers.com/gt_vault/t_bioshock_demo_h264.wmv
 
za bioshock jos nije potvrdjeno da li koristi ue3 u potpunosti...
 
I ja delim Nedjino misljenje.

Mislim da koristi UE3 (negde sam procitao da su presli sa UE2). Gledajuci slike i lici na U3 engine.
 
za bioshock jos nije potvrdjeno da li koristi ue3 u potpunosti...
http://www.gamepro.com/news.cfm?article_id=121329

Gamepro sits down with Ken Levine to discuss the Empire State Building, interoperability, and BioShock.

GP: Are you using the Unreal 3 engine for Bioshock?

LEVINE: Yes, it's a modified, heavily modified, engine. It's kind of a hybrid.


U principu, masina je dodatno nabildovana masina koja je koriscena za R6V. Najtacnije je da su ljudi krenuli da unapredjuju UE2.5 na nacin na koji je Ubi unapredjivao UE 2 za Splinter Cell.

I jedni i drugi su u tom procesu dodavali niz tehnologija koje je EPIC umedjuvremenu dodavao kroz projekat "Warfare" koji su kasnije krstili u UE 3.0, kada su dostigli odredjene kljucne tacke u razvoju.

S tim na umu, BiosHock i jeste i nije UE3 igra, bas kao sto je to slucaj sa R6V, ali eto, posto ima podosta Warfare tehnologija implementiranih u igru, ubacujemo ga u grupu UE3 "powered" igara.
 
Evo i odlicne demonstracije nabudzenog UT3 motora implementiranog u GOW u vidu tech demo-a, a karakterisu ga:

Ambient Occlusion
Advanced Caracter Lighting
High Density Crowds
Dinamyc Fluid Surfaces
Matinee Improvements
Soft Body Physix
Destructible Environments

Video:
HD - 102 mb
SD - 33 mb
 
Evo i odlicne demonstracije nabudzenog UT3 motora implementiranog u GOW u vidu tech demo-a, a karakterisu ga:

Ambient Occlusion
Advanced Caracter Lighting
High Density Crowds
Dinamyc Fluid Surfaces
Matinee Improvements
Soft Body Physix
Destructible Environments

Video:
HD - 102 mb
SD - 33 mb

Soft body physics je impresivan. Kao i ranije, premijerno su novine U3 mašine prikazane u GeoW, a sada će ove nove u GeoW 2. Šteta što ću tada verovatno imati PS3 :(
 
Soft body physics je impresivan. Kao i ranije, premijerno su novine U3 mašine prikazane u GeoW, a sada će ove nove u GeoW 2. Šteta što ću tada verovatno imati PS3 :(

Da, samo je pitanje koliko ce i kako to biti implementirano u GoW2 i buducim UT3 based igrama, a prvenstveno mislim na Soft body physics?
 
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