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: Dead Matter Pre-Alpha now available for Order!

About Codename: Dead Matter with 3 comments by JohnnyGuitar^2 on May 21st, 2012


After nearly 5 months of work on Dead Matter, we proudly offer our baby up on the market. Dead Matter is a first person survival RPG that is geared around survival in a zombie apocalypse the way that you want to survive, as well as surviving in a large open world powered by the Unreal Engine. We will ensure this by collecting survival plans and making sure to script in the elements needed to complete them.

Here are some recent weapon renders:


More Weapon Renders! More Weapon Renders! More Weapon Renders!

You can buy the Pre-Purchase the game for $10 as well as additional keys for $5
When the game hits Pre-Alpha you will be sent a copy, you will also receive every update and the final game itself.


Here is some concept art:


Survivor Mustang Just some demonstrations and concepts Just some demonstrations and concepts

We are currently working round the clock in order for an epic Pre-Alpha release.
We hope you choose to support us, have a great day!

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Blinke

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Codename: Dead Matter

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Comments  (0 - 10 of 127)
shipoopi
shipoopi Apr 12 2012, 8:33am says:

Is this the same thing as Unreal Development Kit (UDK)

+1 vote     reply to comment
shipoopi
shipoopi Apr 11 2012, 2:44pm says:

how do i download this and how much money, memory, is this also can i download to my PS3 or PC ONLY.

+1 vote     reply to comment
Serygala
Serygala Jan 22 2012, 10:23pm says:

Most fun I ever had since I started to make games. Amazing engine, amazing tools.

+1 vote     reply to comment
Spartan777
Spartan777 Jan 4 2012, 4:08pm says:

Sorry for the potentially really stupid question but where do I download the main part of the software for using this engine? I'm a total newbie to modding and In the tutorials it refers to 'Unreal Editor' which isn't listed on the download section and there doesn't seem to be anything that's obviously the main body for modding? Cheers in advance ; ).

+2 votes     reply to comment
AncientTerra
AncientTerra Nov 9 2011, 3:40pm says:

Is it possible to Compile something form here to Source engine ?

+2 votes     reply to comment
attapi0
attapi0 Feb 8 2012, 1:40pm replied:

No

+1 vote     reply to comment
makemeunreal
makemeunreal Nov 1 2011, 7:52am says:

Best:. =Manastorm Lust for Guts=

+2 votes     reply to comment
McKane
McKane Oct 25 2011, 12:44pm says:

This stuff about 'Unreal Engine 4'. Consoles? They need to focus on making it much more stable.

+2 votes     reply to comment
Ulbri
Ulbri Aug 4 2011, 4:06pm says:

Too bad there isn't a Linux compatibility :(

+3 votes     reply to comment
dissonance
dissonance Nov 16 2011, 3:24pm replied:

UE3 theoretically works with OpenGL, but UDK isn't supported on Linux. Go figure.

+2 votes     reply to comment
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