unreal engine

FBI using Unreal Engine 3 crime scene sim

Epic Games' Unreal Engine 3 has powered fictional games like Gears of War 3 and Mass Effect 3, but now the technology is being used to assist real-world endeavors at government bodies like the FBI Academy through the just-launched Unreal Government Network.

Epic Games today announced a long-term Unreal 3 reseller agreement with Virtual Heroes, an interactive learning simulation company based in Raleigh, N.C.

As part of the deal, agencies and units of United States and allied governments will make use of Epic's game engine for a variety of purposes through the UGN.

Read more of "FBI using Unreal Engine 3 crime scene sim" at GameSpot. … Read more

Infinity Blade II: The best thing to happen to iPad/iPhone games?

Does adding a "2" to one of the most popular titles in the App Store make it better? Much like the iPad 2 itself, Infinity Blade II is a refinement and an improvement on its predecessor. As a result, it's better. Does that make Infinity Blade II a must-have game? Most definitely, especially for its $6.99 price. Is it revolutionary? Well, not exactly.

Epic and Chair Entertainment's follow-up to last year's Infinity Blade has garnered as much front-row attention as the original, largely due to its prominent mention during Apple's recent keynotes. Those hoping for a true console-style RPG were let down by the simple, linear-path-based story and Punch-Out-esque gameplay, but most people quickly got over that when they found out how addictive the hack-and-slash/leveling experience was. A sword-and-sorcery version of Fruit Ninja, in a way, but that's hardly a bad thing.… Read more

It's time to fight for your destiny!

A couple months ago a tech demo called Epic Citadel hit the App Store showing off Epic Games' Unreal III graphics engine on an iOS device. There wasn't much action to Epic Citadel besides walking and looking around at an intricate castle landscape, but the graphics were nothing short of jaw-dropping for the iOS. Epic promised that games were coming soon using the esteemed graphics engine, and iOS gamers everywhere waited to see what Epic could come up with that would work on a touch-screen device.

Infinity Blade, Epic's first game for the iOS, is finally here and … Read more

A peek at Unreal Engine on Palm Web OS

SAN FRANCISCO--While at the Game Developers Conference, we just got a peek at Epic Games' Unreal Engine 3 running on a Palm Pre Plus. It's the same technical demo that's been shown off on the iPhone, both at CES back in January and on Wednesday at Epic's talk about changes it had to make in order to get the engine running on Apple's iPhone OS.

According to Epic Games' Vice President Mark Rein, with whom CNET spoke earlier on Thursday, Palm was only given a test version of the Unreal Development Kit two weeks ago and … Read more

How Epic fit the Unreal Engine into the iPhone

SAN FRANCISCO--Getting one of the most advanced 3D game engines onto the iPhone has not been an easy task for Epic Games. But they're close to getting into the hands of developers, and gamers alike.

The makers of the Unreal Engine now say they've kept approximately 90 percent of the code from the PC version, but that process of getting it from PC to Mac, then to the iPhone has been cumbersome.

In a talk to developers at Tuesday's Game Developers Conference, Epic Games' senior console programmer Josh Adams illustrated some of the pitfalls in taking the Unreal Engine, which is--and always has been developed in Windows, over to other platforms. In this case it was Apple's iPhone, which despite being one of the faster smartphones on the market, does not compare to a multi-core gaming PC.

The Unreal Engine is what powers many of today's popular PC and console titles like Gears of War, BioShock, Mass Effect, and of course Epic's Unreal Tournament. What the company builds for its own games, it then licenses out, meaning other publishers can use it on their own titles. The company also has a development kit, which anyone can use (not just big studios), then sell their games for a small fee and a chunk of any revenues. In that regard, it's in the company's benefit to get it ready as something it can sell to other developers, as well as port in-house titles out as iPhone games.

Adams said that the single most pressing issue Epic has run into while porting UE3 to the iPhone, is simply getting the various systems to talk to each other. The engine itself consists of 2 million lines of code, many of which depend on Windows-specific features. In porting it over to the iPhone, Epic has had to make a number of workarounds and simply cut out things that were either too taxing or completely incompatible. … Read more

A new view of 3D graphics

Have we reached the end of the road for conventional 3D rendering?

Siggraph 2009 ended Friday, and I've spent the last few days digesting what I learned there. Although I've been involved in the graphics industry since 1990 and I've attended Siggraph most years since 1992, a crisis of sorts seems to have snuck up on me.

At the High Performance Graphics conference before the main show, keynote speeches from Larry Gritz of Sony Pictures Imageworks and Tim Sweeney of Epic Games showed that traditional 3D-rendering methods are being augmented and even supplanted by new techniques for motion-picture production as well as real-time computer games.

Gritz reckoned that 3D became a fully integrated element of the moviemaking process in 1989 when computer-generated characters first interacted with human characters in James Cameron's "The Abyss."

Gritz described how Imageworks has moved to a new ray-tracing rendering system called "Arnold" for several films currently in production, replacing the Reyes (Render Everything Your Eyes See) rendering system, probably the most widely used technology in the industry.

According to Gritz, Reyes rendering led to unmanageable complexity in the artistic component of the production process, outweighing the render-time advantages of the Reyes method. But Gritz says even these advantages diminished as the demand for higher quality drove Imageworks to make more use of ray tracing and a sophisticated lighting model called global illumination.

The bottom line for Imageworks is that Arnold, which was licensed from Marcos Fajardo of Solid Angle, takes longer to do the final rendering, but is easier on the artists and makes it easier to create the models and lighting effects--a net win.

Sweeney echoed this theme the next day, which surprised me considering Sweeney's focus is real-time rendering for 3D games--notably with Epic's Unreal Engine, which has been used in hundreds of 3D games on all the major platforms. Game rendering uses far less sophisticated techniques because each frame has to be rendered in perhaps one-sixtieth of a second, not the four or five hours on average that can be devoted to a single frame of a motion picture.

It seems that Sweeney is also… Read more