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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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RSS Related Articles

With just under two days remaining, the time is now to get your entries in to ModDB and Tripwire Interactive’s Killing Floor 2 New Grounds Mapping Contest! With a prize pool totalling $50,000 which will be split amongst the best submitted maps in the contest, now is the time to enter your Survival and Non-Survival map to be in the running! These user-made maps must enable the strong zombie-killing gameplay unique to Killing Floor 2, all while performing optimally and dripping with atmosphere, detail, and polish.


We’ve already received a number of incredible and creative entries – so let’s take a look at some of the user-submitted maps that are in the running, with commentary from their creators. You can check out the full list to see more on each entry as well.


KF-LyonDen is a Medium sized map located in the 'old district' of Lyon, France. This map is intended to be a tough one. with only a few open spaces and many claustrophobic places like the underground labs or the backstreets.


Welcome to Drop Dead Distillery! Your tour starts in the courtyard and leads you through the whiskey distillation process. We hope you enjoy and that...nothing goes wrong. The map has a total of 5 areas that players progress through.


KF-Sealab

Creator: Magrooter

Horizine's deep underwater Fleshpound research facility has suffered a catastrophic failure. Everyone is presumed dead. Your team has been sent in to clean up the mess. Good luck! The map has 5 traders.


KF-Mist

Creator: LiquidArrow

Atmospheric vertical map with dynamic indoor and outdoor fog. A chance to be consumed by darkness. Find all the little ones to call the old one. Use the homemade traps to fling zeds for a time.


KF-DownTown

Creator: rekxus

Welcome to the DownTown! This is my own work which took me one year to finish. I hope you like it.


KF-Hospital

Creator: S281

A hospital located in a remote mountain range. Civilians trying to escape the onslaught of ZEDs. A massacred military unit. What could go wrong? Your team has been sent in to search for survivors, eliminate any ZEDs, and hopefully make it out alive. The map has a total of 5 areas that players progress through. Each area has 1 trader.


People travel several miles outside the city to work at this big saw factory that is managed by Horzine. If you ask me I would say there is more going on out there than just your typical deforestation, Rick comes back every night smelling vile and sometimes his work year is a little corroded. Everyone was out there working when the zed outbreak happened, and word got to everyone. Those who stayed, died. Those who fled... also probably died. Either or the factory is still up and running. So either this entire time it has been running off backup power, or someone is keeping it up and running. Might need to go and take a look, and clear out anything that has a very shootable face.


KF-Subpen

Creator: S281

KF-LyonDen is a Medium sized map located in the 'old district' of Lyon, France. This map is intended to be a The Patriarch has taken over a submarine pen owned and operated by Horzine. He is planning on using the nuclear missiles on board to strike key cities around the world. Your team must stop him at all costs. The map has three traders, three different traps to use, and a battle animation sequence.


H.P. Lovecraft inspired map full of wet, dark and gloomy atmosphere, cult summonings and all kinds of traps and monsters!



Back in 1980's Silo Seven was a military base with a fully operational nuclear missile silo. In 1994 it was shutdown due to emergency. Reason is yet unknown as all information was classified, although base itself went dead it was never abondened. Perimeter within a kilometer was heavy guarded and zone was strictly off limit. Nowadays as zeds roam the world and all military forces either was destroyed or left it's posts, Silo Seven was abandoned and left for nothing but a ghost of the past. Until few days ago when Horzine decided to move their mobile base carrying important research and supplies into the abandoned military base.


KF2 Mapping Contest Fade 4

16 Days Remain To Enter The Killing Floor 2 New Grounds Mapping Contest

16 Days Remain To Enter The Killing Floor 2 New Grounds Mapping Contest

Killing Floor 2

With $50,000 up for grabs, enter your Killing Floor 2 map to be in the running!

Sumocrats - Devblog 1

Sumocrats - Devblog 1

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Alpha to be released on February. A look back on one year of dev.

Rising Storm free for a limited time

Rising Storm free for a limited time

Rising Storm 1 comment

Our friends at Humble Bundle have Rising Storm by Tripwire Interactive free for the next 48hours.

TARTARUS has officially been selected to be a finalist at Terminus Game Awards

TARTARUS has officially been selected to be a finalist at Terminus Game Awards

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TARTARUS has officially been selected to be a finalist at Terminus Game Awards.

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Comments  (0 - 10 of 136)
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devmangekyou
devmangekyou

Can I make my game on this engine without getting charged if I decide to sell my game?

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huseynxan
huseynxan

yes, till u get 50 000 $ income, afterwards you will 25 cents of each dollar, so it is not such a big deal. if you get 100.000$ from your 1st game or at least 60.000$ it is O.K. to pay back something to EPIC.

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Iheanacho
Iheanacho

Long live Unreal Technology!

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asif_ridwan
asif_ridwan

Unreal Technology, Sure is the best of all. I love this game engine!

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asif_ridwan
asif_ridwan

An awesome engine. If someone could make Half Life 2 HD Remake Mod for any FPS game of Unreal Engine 3 (like Unreal Tournament 3), then it would be awesome.

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Jackie362
Jackie362

This engine better

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shipoopi
shipoopi

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

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huseynxan
huseynxan

Yes. same, UE is licensed and ready to serve version of UDK

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