First-person shooter engine
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A first-person shooter engine is a
The development of the FPS graphic engines is characterized by a steady increase in technologies, with some breakthroughs. Attempts at defining distinct generations lead to arbitrary choices of what constitutes a highly modified version of an 'old engine' and what is a new engine.
The classification is complicated as game engines blend old and new technologies. Features considered advanced in a new game one year, become the expected standard the next year. Games with a combination of both older and newer features are the norm. For example,
Timeline
1970s and 1980s: Early FPS graphics engines
Game rendering for this early generation of FPS were already from the first-person perspective and with the need to shoot things, however they were mostly made up using vector graphics.
There are two possible claimants for the first FPS,
Developed in-house by Incentive Software, the Freescape engine is considered to be one of the first proprietary 3D engines to be used for computer games, although the engine was not used commercially outside of Incentive's own titles. The first game to use this engine was the puzzle game Driller in 1987.[3]
Early 1990s: Wireframes to 2.5D worlds and textures
Games of this generation often had "3D" in their names but were not capable of full 3D rendering. Instead, they used ray casting 2.5D techniques to create a seemingly 3D environment from a 2D map, and flat sprites to draw enemies instead of 3D models. These games also began to use textures for environmental geometry instead of simple wire-frame models or solid colors.
Even though it was still not using true 3D,
Doom's success spawned several games using the same engine or similar techniques, giving rise to the term Doom clones. The
Mid 1990s: 3D models, beginnings of hardware acceleration
In the mid-1990s, game engines recreated true
The
Static lightmaps and 3D light sources were also "baked" at render time and added to the BSP files storing the levels. These features allowing for more realistic lighting than had previously been possible.
The first
Late 1990s: Full 32-bit color, and GPUs become standard
This period saw the introduction of the first video cards with
While all games of this period supported
id Tech 3, first used for Quake III Arena, improved from its predecessor by allowing to store much more complex and smoother animations. It also had improved lighting and shadowing and introduced shaders and curved surfaces.[16]
Early 2000s: Increasing detail, outdoor environments, and rag-doll physics
New graphics hardware provided new capabilities, allowing new engines to add various new effects, such as particle effects or fog, as well as increase texture and polygon detail. Many games featured large outdoor environments, vehicles, and
Average Video Hardware requirements: a GPU with hardware
Games engines originally developed for the
Mid 2000s: Lighting and pixel shaders, physics
The new generation of graphics chips allowed
.This resulted in the obsolescence of
With these new technologies game engines featured seamlessly integrated indoor/outdoor environments, used shaders for more realistic animations (characters, water, weather effects, etc.), and generally increased realism. The fact that the
The same year,
Late 2000s: The approach to Photorealism
Further improvements in
Developers of this era of 3D engines often tout their increasingly
However, most of engines capable of these effects are evolutions of engines from the previous generation, such as
The first games using
Early 2010s: Graphic technique mixes
Further improvements in
As of 2010, two upcoming evolutions of major existing engines had been released:
.Few companies had discussed future plans for their engines;
In September 2015, Valve released Source 2 in an update to Dota 2.[25]
See also
References
- ^ a b c d Dharamjit Rihal. "The History of First-Person Shooters" (PDF). Retrieved 2009-07-04.
- ^ "The history of the FPS. A pictorial". 2007-04-11. Retrieved 2009-07-04.
- ^ "Exploring the Freescape". IGN. 2008-10-22. Retrieved 2009-07-04.
- ^ Paul Lily (2009-07-21). "Doom to Dunia: A Visual History of 3D Game Engines". Pcgamer. Maximum PC. Retrieved 2009-07-05.
- ^ Metal Head at MobyGames
- ^ Geograph Seal (X68000), The Next Level
- ^ Fahs, Travis (4 November 2008). "Jumping Flashback". ign.com. Retrieved 20 April 2018.
- Rage 128
- ^ "id Tech 2". id Software. Archived from the original on November 8, 2009. Retrieved 2009-07-05.
- ^ a b "half Life: Improved Technology". GameSpot. Archived from the original on 2011-02-25. Retrieved 2009-07-08.
- ^ a b Paul Lily (2009-07-21). "Doom to Dunia: A Visual History of 3D Game Engines". Pcgamer. Maximum PC. Retrieved 2009-07-05.
- ^ "History of Unreal - Part 1". beyondunreal.com. 2005-05-31. Retrieved 2009-08-05.
- ^ "History of Unreal - Part 1". beyondunreal.com. 2005-05-31. Retrieved 2009-07-05.
Probably the biggest draw to Unreal was the ability to mod it. Tim Sweeney (Founder of Epic) wrote a simple scripting engine into the game called UnrealScript.
- InformIT. 2009-07-21. Retrieved 2009-08-08.
- ^ "Network". Epic Games. 1999-07-21. Archived from the original on 2010-07-28. Retrieved 2009-08-08.
- ^ Paul Lily (2009-07-21). "Doom to Dunia: A Visual History of 3D Game Engines". Pcgamer. Maximum PC. Retrieved 2009-07-05.
- ^ "Playing Dead: Physics in Pop Games". hlhmod.com. 2007. Archived from the original on 2009-04-01. Retrieved 2009-08-09.
- Gamasutra. 1999-05-14. Archived from the originalon February 27, 2008. Retrieved 2009-08-09.
- ^ "Doom 3". ixbtlabs.com. Retrieved 2009-08-09.
The main advantage of the new system of lighting (besides the mentioned direct control of an artist over its masterpiece) is the capacity to render shadows in real time for every frame (...) Secondly, it's very hard to render muzzy, "soft" shadows prevailing in reality using shadow volumes. (...) Thirdly, summing up the two previous paragraphs we draw a conclusion that shadow volumes do not fit well for rendering shadows at vast open spaces.
- ^ "Half-Life 2". Eurogamer. 2004-11-14. Retrieved 2009-08-09.
But yet the incredibly lifelike detail and unparalleled attention to detail in the facial and body animation bring the characters to life like no game has ever even come close to doing. Six years ago there were a handful of facial models, bags of imagination and some great voice work; now we've got a huge cast list who all have plenty to say (with impressively accurate dynamic lip synching) and do so with such an impressive array of visible emotions that infuse the game with a head-turning credibility that will change the way people view games forever.
- ^ "From Texture Virtualization to Massive Parallelization" (PDF). Id Software. August 2009. Archived from the original (PDF) on 2009-10-07. Retrieved 2009-07-07.
- ^ IGN (8 March 2011). "Unreal Engine 3: Official Samaritan Demo". Archived from the original on 2021-12-22. Retrieved 20 April 2018 – via YouTube.
- ^ "John Carmack on id Tech 6, Ray Tracing, Consoles, Physics and more". PC Perspective. 2008-03-12. Archived from the original on 2010-03-14. Retrieved 2010-03-27.
What John does see ray tracing useful for is a very specific data model he has created called "sparse voxel octrees" that allow him to store immense amounts of data in a fashion that is easily accessed using ray tracing methods(...) This new data model and algorithm being worked on for id Tech 6 would allow, according to John, nearly infinite amounts of geometric detail in the world without the problems seen with tessellation engines or trying to store gigabytes of data locally.
- ^ "QuakeCon 08: id Tech 6 Will Utilin Carmack Interview. Rage, id Tech 6, Doom 4 Details, and More!". Pcgamer. Maximum PC. 2008-07-15.
I still think there's one more generation to be had where we virtualize geometry with id Tech 6 and do some things that are truly revolutionary. (...) I know we can deliver a next-gen kick, if we can virtualize the geometry like we virtualized the textures; we can do things that no one's ever seen in games before.
- ^ "Dota 2 - Reborn". Dota2.com. Retrieved 2016-06-23.