Unreal Engine 4 - Effects Cave Demo

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Published on ● Video Link: https://www.youtube.com/watch?v=w1_mLYMHCm8



Game:
Unreal (1998)
Category:
Let's Play
Duration: 5:04
2,642 views
14


Game: Unreal Engine 4 Demo
Events: Effects Cave: Lets you walk through a cave with water and lighting effects.
Settings: 1080p, 60 fps, Ultra Graphics .

The Unreal Engine is a game engine developed by Epic Games, first showcased in the 1998 first-person shooter game Unreal. Although initially developed for first-person shooters, it has been used in a variety of other genres, including platformers, fighting games, MMORPGs, and other RPGs. Written in C++, the Unreal Engine features a high degree of portability, supporting a wide range of platforms.
The latest release is Unreal Engine 4, which launched in 2014 under a subscription model. Since 2015, it can be downloaded for free, with its source code available on GitHub. Epic allows for its use in commercial products based on a royalty model, typically asking developers for 5% of revenues from sales, though with the success of Fortnite, which has become a testbed for Unreal Engine for Epic, Epic waives this fee for developers that publish their games through the Epic Games Store. On May 13th, 2020, Epic announced that their portion of royalties for games developed in Unreal Engine are waived until developers have earned their first US$1 million in revenue, retroactively applying to January 1st, 2020. Unreal Engine 5 is scheduled for release by late 2021.

History

First generation

The first-generation Unreal Engine was developed by Tim Sweeney, the founder of Epic Games. Having created editing tools for the shareware games ZZT (1991) and Jill of the Jungle (1992), Sweeney began writing the engine in 1995 for the production of a game that would later become a first-person shooter known as Unreal. After years in development, it debuted with the game's release in 1998, although MicroProse and Legend Entertainment had access to the technology much earlier, licensing it in 1996. According to an interview, Sweeney "wrote 90 percent of the code in the engine." As with ZZT, he used the IBM Model M keyboard while programming.Among its features were collision detection, colored lighting, and a limited form of texture filtering. The engine also integrated a level editor, UnrealEd, that had support for real-time constructive solid geometry operations as early as 1996, allowing mappers to change the level layout on the fly. Even though Unreal was designed to compete with id Software, developers of Doom and Quake, John Carmack complimented the game for the use of 16-bit color while remarking its implementation of visual effects such as volumetric fog. "I doubt any important game will be designed with 8-bit color in mind from now on. Unreal has done an important thing in pushing toward direct color, and this gives the artists a lot more freedom," he said in an article written by Geoff Keighley for GameSpot. "Light blooms , fog volumes, and composite skies were steps I was planning on taking, but Epic got there first with Unreal," he said, adding: "The Unreal engine has raised the bar on what action gamers expect from future products. The visual effects first seen in the game will become expected from future games."At first, the engine relied completely on software rendering, meaning the graphics calculations were handled by the CPU. However, over time, it was able to take advantage of the capabilities provided by graphics cards, focusing on the Glide API, specially designed for 3dfx accelerators. While supported, OpenGL and Direct3D reported a slower performance compared to Glide due to their deficiency in texture management. According to Sweeney, the hardest part of the engine to program was the renderer, as he had to rewrite it several times during development, though he found less "glamorous" the infrastructure connecting all the subsystems. With regard to audio, Epic employed the Galaxy Sound System, a software programmed in assembly language that integrated both EAX and Aureal technologies, and allowed the use of tracker music, which gave level designers flexibility in how the soundtrack was played at a specific point.

Unreal was noted for its graphical innovations, but Sweeney recognized in an interview with Eurogamer that many aspects of the game were unpolished, citing complaints about its high system requirements and online gameplay issues.

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