Unreal Engine 3 Details

Pi Mu Rho

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Seamless World Support allows the creation of virtually unending environments through background management of game levels and assets. Even titles not requiring open world support will benefit from these memory management techniques on next-generation console platforms. Second, the new UnrealKismet visual scripting system empowers designers to build and iterate detailed game scenarios and AI behaviors with limited, or even zero, programmer involvement – thus providing a massive productivity gain over previous generations. Epic will also demonstrate significant improvements in physics, terrain editing, lighting, material editing, animation, cinematic creation and particles.

Seamless level transitions? Scripting without coding?

Excuse me while I change my pants...
 
Oh this is the engine you are using!!!!

I KNEW IT!!!!

*dances*

Seamless World thingy...is that something like what Tribes uses?
 
Seamless level transitions has my interest in a big way. A single map, effectivley only limited by the size of your HDD? You could build an entire world. If they can integrate this with online play, you could have massive worlds with millions of players, spread across thousands of servers.

Another limitation of virtual reality is lifted. Bring it on, its gonna be good :D
 
Tr0n said:
Oh this is the engine you are using!!!!

I KNEW IT!!!!

*dances*

Seamless World thingy...is that something like what Tribes uses?
It wasn't IIRC, but I've got a feeling he's gonna be banging heads now if it isn't changed to that engine :D

*joins in the fight to switch over* ;)

Tr0n said:
Seamless World thingy...is that something like what Tribes uses?

Basically yeah, or like Morrowind minus the big pauses as it loads a new cell. Think more like Daggerfall only all those random area's would be possible to build on instead. And Daggerfall taking a good two weeks or something to walk from one end to another (not bad for an ancient game hehe)
 
The Dark Elf said:
It wasn't IIRC, but I've got a feeling he's gonna be banging heads now if it isn't changed to that engine :D

*joins in the fight to switch over* ;)



Basically yeah, or like Morrowind minus the big pauses as it loads a new cell. Think more like Daggerfall only all those random area's would be possible to build on instead. And Daggerfall taking a good two weeks or something to walk from one end to another (not bad for an ancient game hehe)
I wuv you dark I just want you to know that and I want you to change your nick back to Fenric.

Back on topic....I never played Morrowind or Daggerfall. :laugh:

Hopefully we will get to see the engine used in the next tribes (T:V sucks). :D
 
Link said:
you could have massive worlds with millions of players, spread across thousands of servers.

Another limitation of virtual reality is lifted. Bring it on, its gonna be good :D

So.. like any standerd mmorpg nowadays?

Yeah, U3 engine sure is impressive. Or not.
 
We haven't licensed anything yet.

However, meetings are scheduled with Epic at GDC....
 
Pi Mu Rho said:
We haven't licensed anything yet.

However, meetings are scheduled with Epic at GDC....
I was right!Well kind of...

Now here comes another question...if you haven't licensed it yet does that just mean ya'll are still in the planning stages of the game?Like concept work/storyline etc...?


Edit:Yes I am that quick. (before you say that was a quick response or something along those lines.)
 
Read this earlier very interesting. Cant wait to see more videos of the engine.
 
Tr0n said:
I was right!Well kind of...

Now here comes another question...if you haven't licensed it yet does that just mean ya'll are still in the planning stages of the game?Like concept work/storyline etc...?


Edit:Yes I am that quick. (before you say that was a quick response or something along those lines.)


At the moment, the work I'm doing is engine-agnostic. It can be easily ported to any engine at this point.
 
Oh wow...so basically if you do get the license which I hope you do...this game you're working on is more than likely gonna kick major ass, correct?



(Also I still want a discount on it damn't!)
 
"Major Ass-kicking" is one of the design goals.
 
Well question is....will it kick as much ass as I do?

Which is almost impossible to surpass I might add...since I am "The ass kicker".
 
Now if only I could get two hands around Unreal ED. That editor is just plain wierd to me.
 
A better example of seemless worlds is World of Warcraft, it basiclly loads as it goes a long meaning no loading pages or nothing, it also does it without you noticing with very small performance hits. Just play World of Warcraft, everyone else is :P
 
Not everyone holds WoW up as the pinnacle of gaming.
 
Ritz said:
So.. like any standerd mmorpg nowadays?

Yeah, U3 engine sure is impressive. Or not.


I might agree with your grating sarcasm if it wasn't for the look of the U3 engine.
 
Yeah Pi just make sure when you guys are in an alpha state rememeber hl2.net ;)

*pays Pi $100,000 US*

be our little secret!
 
Pi Mu Rho said:
Not everyone holds WoW up as the pinnacle of gaming.
now Elite: Frontier.. an entire Galaxy of stars and planets, seamless worlds too, from ground, all around the planet, into space and beyond, all in one go ;)

And all in 1mb hehe. Ok so it looks bad now but still, pretty cool for its time, even if a lot of it was simplified tricks to get something so big and entirely explorable.

If someone makes a game capable of something like that, but looking good with today's tech, I'll be on cloud 9.
 
Actually, I personally think UnrealED is a whole lot more customizable than Hammer....I miss its features ;(
 
Epic Games today announced it will be demonstrating Unreal Engine 3 tools and technology and headlining three speaker sessions at this year's GDC in San Francisco March 9-11, 2005.

Epic will be demonstrating their latest Unreal Engine 3 technology at a private theater in their Exposuite, ES2000 located on the second floor. This year's demos highlight content creation for next generation console and PC platforms, including two major new features which will debut at this year's conference:

Seamless World Support allows the creation of virtually unending environments through background management of game levels and assets. Even titles not requiring open world support will benefit from these memory management techniques on next-generation console platforms. Second, the new UnrealKismet visual scripting system empowers designers to build and iterate detailed game scenarios and AI behaviors with limited, or even zero, programmer involvement - thus providing a massive productivity gain over previous generations. Epic will also demonstrate significant improvements in physics, terrain editing, lighting, material editing, animation, cinematic creation and particles.

http://www.unrealtechnology.com
 
WHY OH WHY must they show us all these cool little tricks they have and the pretty pictures and movies then tell us to wait a few years?
 
Pi muro (whatever) is a tester of the U3engine?
 
I can't wait to see what the Red Orchestra team do with this engine now they've got the license :D

Sounds very impressive! :)
 
Innervision961 said:
WHY OH WHY must they show us all these cool little tricks they have and the pretty pictures and movies then tell us to wait a few years?

Because these features sound very impressive now, but by the time this engine is actually used, they're not special anymore. An early hype is a good thing to have. I remember the first details and screenshots of the Unreal Warfare engine came out, everyone was: ':eek: woah', when Unreal 2 debuted with it, everyone was: 'nice'.

By the time it releases, no doubt that id, Crytek, Monolith, Valve all have a decent or better answer to it.

Don't get me wrong, the screenshots look mighty impressive.
 
Pressure said:
No, he's part of a commercial game developement team.
wow I didnt know game developers are in forums like this
 
Don't tell everyone, or all the other forums will want one....
 
maybe thats why the Chaos Theory demo loads so fricken quick and looks so god damn beautiful
 
thehunter1320 said:
maybe thats why the Chaos Theory demo loads so fricken quick and looks so god damn beautiful

I didn't think it uses Unreal Engine 3.....
 
Don't quote me on this, but I think that Chaos Theory uses a heavily modified Unreal 1 engine.
 
JamesPicard_007 said:
Don't quote me on this, but I think that Chaos Theory uses a heavily modified Unreal 1 engine.

Too late I just quoted it.
 
JamesPicard_007 said:
Don't quote me on this, but I think that Chaos Theory uses a heavily modified Unreal 1 engine.


unreal 2, the first two use a heavily modified Unreal 2 engine but i;m not sure on CT..maybe though
 
Pi Mu Rho said:
Seamless level transitions? Scripting without coding?

Excuse me while I change my pants...
****ing sweet.
 
B-MAn said:
unreal 2, the first two use a heavily modified Unreal 2 engine but i;m not sure on CT..maybe though
Splinter Cell used a heavily modified Unreal 2 engine. Pandora Tomorrow used the same engine as the original, but was modified more. Chaos Theory is, once again, using the same engine as the previous games, but one again, it has been modified. In essence, they all use the same engine. It's like the Source engine, how Valve will modify it for their future games. It's good investing, is what it is.
 
BetaMaster said:
Splinter Cell used a heavily modified Unreal 2 engine. Pandora Tomorrow used the same engine as the original, but was modified more. Chaos Theory is, once again, using the same engine as the previous games, but one again, it has been modified. In essence, they all use the same engine. It's like the Source engine, how Valve will modify it for their future games. It's good investing, is what it is.
i'm pretty sure Chaos Theory uses the Unreal 3 engine, downgraded of course. if you remember at the Geforece 6800 release party, they announced the engine. there was a picture of upcoming games using the engine and one of the games was "Splinter Cell X" i wish i still had the pic, i'll look around for it later
 
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