First-person shooter engine
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A first-person shooter engine is a
video game engine A game engine is a software framework primarily designed for the development of video games and generally includes relevant libraries and support programs. The "engine" terminology is similar to the term "software engine" used in the software i ...
specialized for simulating 3D environments for use in a
first-person shooter First-person shooter (FPS) is a sub-genre of shooter video games centered on gun and other weapon-based combat in a first-person perspective, with the player experiencing the action through the eyes of the protagonist and controlling the p ...
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This fee ...
. First-person refers to the view where the players see the world from the eyes of their characters. Shooter refers to games which revolve primarily around wielding firearms and killing other entities in the game world, either non-player characters or other players. 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, '' Jurassic Park: Trespasser'' (1998) introduced physics to the FPS genre, which did not become common until around 2002. ''
Red Faction ''Red Faction'' is a series of shooter video games developed by Volition and owned by Koch Media. Originating in 2001, the ''Red Faction'' games have spanned Microsoft Windows, macOS and consoles, including the PlayStation 2, GameCube, Xbox, P ...
'' (2001) featured a destructible environment, something still not common in engines years later.


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, '' Maze War'' and ''
Spasim ''Spasim'' is a 32-player 3D networked space flight simulation game and first-person space shooter developed by Jim Bowery for the PLATO computer network and released in March 1974. The game features four teams of eight players, each controll ...
''. ''Maze War'' was developed in 1973 and involved a single player making his way through a maze of corridors rendered using a fixed perspective.
Multiplayer A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system ( couch co-op), on different computing systems via a local area network, or ...
capabilities, where players attempted to shoot each other, were added later and were networked in 1974. ''Spasim'' was originally developed in 1974 and involved players moving through a wire-frame 3D universe. ''Spasim'' could be played by up to 32 players on the
PLATO Plato ( ; grc-gre, Πλάτων ; 428/427 or 424/423 – 348/347 BC) was a Greek philosopher born in Athens during the Classical period in Ancient Greece. He founded the Platonist school of thought and the Academy, the first institution ...
network. 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 A puzzle is a game, problem, or toy that tests a person's ingenuity or knowledge. In a puzzle, the solver is expected to put pieces together ( or take them apart) in a logical way, in order to arrive at the correct or fun solution of the puzzl ...
'' Driller'' in 1987.


Early 1990s: Wireframes to 2.5D worlds and textures

Games of this generation are often regarded as Doom clones. They were not capable of full 3D rendering, but used
ray casting Ray casting is the methodological basis for 3D CAD/CAM solid modeling and image rendering. It is essentially the same as ray tracing for computer graphics where virtual light rays are "cast" or "traced" on their path from the focal point of a came ...
2.5D 2.5D (two-and-a-half dimensional) perspective refers to gameplay or movement in a video game or virtual reality environment that is restricted to a two-dimensional (2D) plane with little to no access to a third dimension in a space that other ...
techniques to draw the environment and sprites to draw enemies instead of
3D models In 3D computer graphics, 3D modeling is the process of developing a mathematical coordinate-based representation of any surface of an object (inanimate or living) in three dimensions via specialized software by manipulating edges, vertices, an ...
. However these games began to use textures to render the environment instead of simple
wire-frame model A wire-frame model, also wireframe model, is a visual representation of a three-dimensional (3D) physical object used in 3D computer graphics. It is created by specifying each edge of the physical object where two mathematically continuous ...
s or solid colors. '' Hovertank 3D'', from
id Software id Software LLC () is an American video game developer based in Richardson, Texas. It was founded on February 1, 1991, by four members of the computer company Softdisk: game programmer, programmers John Carmack and John Romero, game designer T ...
, was the first to use this technique in 1990, but was still not using textures, a capability which was added shortly after on '' Catacomb 3D'' (1991), then with the
Wolfenstein 3D engine ''Wolfenstein 3D'' is a first-person shooter video game developed by id Software and published by Apogee Software and FormGen. Originally released on May 5, 1992, for DOS, it was inspired by the 1981 Muse Software video game ''Castle Wolfenst ...
which was later used for several other games. ''Catacomb 3D'' was also the first game to show the player's hand on-screen, furthering the implication of the player into the character's role. ''
Wolfenstein 3D ''Wolfenstein 3D'' is a first-person shooter video game developed by id Software and published by Apogee Software and FormGen. Originally released on May 5, 1992, for DOS, it was inspired by the 1981 Muse Software video game '' Castle Wolfe ...
'' engine was still very primitive. It did not apply textures to the floor and ceiling, and the
ray casting Ray casting is the methodological basis for 3D CAD/CAM solid modeling and image rendering. It is essentially the same as ray tracing for computer graphics where virtual light rays are "cast" or "traced" on their path from the focal point of a came ...
restricted walls to a fixed height, and levels were all on the same plane. Even though it was still not using true 3D, id Tech 1, first used in '' Doom'' (1993) and again from
id Software id Software LLC () is an American video game developer based in Richardson, Texas. It was founded on February 1, 1991, by four members of the computer company Softdisk: game programmer, programmers John Carmack and John Romero, game designer T ...
, removed these limitations. It also first introduced the concept of
binary space partitioning In computer science, binary space partitioning (BSP) is a method for space partitioning which recursively subdivides a Euclidean space into two convex sets by using hyperplanes as partitions. This process of subdividing gives rise to a represen ...
(BSP). Another breakthrough was the introduction of multiplayer abilities in the engine. However, because it was still using 2.5D, it was impossible to look up and down properly in Doom, and all Doom levels were actually two-dimensional. Due to the lack of a z-axis, the engine did not allow for room-over-room support. ''Dooms success spawned several games using the same engine or similar techniques, giving them the name ''Doom clones''. The Build engine, used in ''
Duke Nukem 3D ''Duke Nukem 3D'' is a first-person shooter video game developed by 3D Realms. It is a sequel to the platform games ''Duke Nukem (video game), Duke Nukem'' and ''Duke Nukem II'', published by 3D Realms. ''Duke Nukem 3D'' features the adventures ...
'' (1996), later removed some of the limitations of id Tech 1, such as the Build engine being able to have support for room-over-room by stacking sectors on top of sectors, however the techniques used remained the same.


Mid 1990s: 3D models, beginnings of hardware acceleration

In the mid-1990s, game engines recreated true 3D worlds with arbitrary level geometry. Instead of sprites the engines used simply textured (single-pass texturing, no lighting details)
polygon In geometry, a polygon () is a plane figure that is described by a finite number of straight line segments connected to form a closed ''polygonal chain'' (or ''polygonal circuit''). The bounded plane region, the bounding circuit, or the two to ...
al objects. FromSoftware released ''
King's Field is an action role-playing video game series developed by FromSoftware. Titles in this series have been released for the PlayStation is a video gaming brand that consists of five home video game consoles, two handhelds, a media cente ...
'', a full polygon free roaming first-person real-time action title for the
Sony , commonly stylized as SONY, is a Japanese multinational conglomerate corporation headquartered in Minato, Tokyo, Japan. As a major technology company, it operates as one of the world's largest manufacturers of consumer and professiona ...
PlayStation in December 1994. Sega's 32X release '' Metal Head'' was a first-person shooter
mecha simulation game Vehicle simulation games are a genre of video games which attempt to provide the player with a realistic interpretation of operating various kinds of vehicles. This includes automobiles, aircraft, watercraft, spacecraft, military vehicles, and a ...
that used fully
texture-mapped Texture mapping is a method for mapping a texture on a computer-generated graphic. Texture here can be high frequency detail, surface texture, or color. History The original technique was pioneered by Edwin Catmull in 1974. Texture mappi ...
, 3D polygonal graphics. A year prior, Exact released the
Sharp X68000 The is a home computer created by Sharp Corporation. It was first released in 1987 and sold only in Japan. The initial model has a 10 MHz Motorola 68000 CPU, 1 MB of RAM, and lacks a hard drive. The final model was released in 1993 wit ...
computer game ''Geograph Seal'', a fully 3D polygonal first-person shooter that employed
platform game A platform game (often simplified as platformer and sometimes called a jump 'n' run game) is a sub-genre of action video games in which the core objective is to move the player character between points in an environment. Platform games are charac ...
mechanics and had most of the action take place in free-roaming outdoor environments rather than the corridor labyrinths of ''Wolfenstein 3D''. The following year, Exact released its successor for the PlayStation console, '' Jumping Flash!'', which used the same game engine but adapted it to place more emphasis on the platforming rather than the shooting. The ''Jumping Flash!'' series continued to use the same engine. '' Dark Forces'', released in 1995 by
LucasArts Lucasfilm Games (known as LucasArts between 1990 and 2021) is an American video game licensor that is part of Lucasfilm. It was founded in May 1982 by George Lucas as a video game development group alongside his film company; as part of a large ...
, has been regarded as one of the first "true 3-D" first-person shooter games. Its engine, the Jedi Engine, was one of the first engines to support an environment in three dimensions: areas can exist next to each other in all three planes, including on top of each other (such as stories in a building). Though most of the objects in ''Dark Forces'' are sprites, the game does include support for textured 3D-rendered objects. Another game regarded as one of the first true 3D first-person shooter is
Parallax Software Deep Silver Volition, LLC (formerly Parallax Software Corporation and Volition, Inc.) is an American video game developer based in Champaign, Illinois. Mike Kulas and Matt Toschlog founded the company as Parallax Software in June 1993, developi ...
's 1994 shooter '' Descent''. The
Quake engine The ''Quake'' engine is the game engine developed by id Software to power their 1996 video game '' Quake''. It featured true 3D real-time rendering and is now licensed under the terms of GNU General Public License v2.0 or later. After rele ...
('' Quake'', 1996) used fewer animated sprites and used true 3D geometry and lighting, using elaborate techniques such as
z-buffering A depth buffer, also known as a z-buffer, is a type of data buffer used in computer graphics to represent depth information of objects in 3D space from a particular perspective. Depth buffers are an aid to rendering a scene to ensure that the ...
to speed up the rendering. ''Quake'' was also the first true-3D game to use a special map design system to preprocess and pre-render the 3D environment: the 3D environment in which the game took place (referred for the first time as a
Map A map is a symbolic depiction emphasizing relationships between elements of some space, such as objects, regions, or themes. Many maps are static, fixed to paper or some other durable medium, while others are dynamic or interactive. Although ...
) was simplified during the creation of the map to reduce the processing required when playing the game. Static
lightmap A lightmap is a data structure used in lightmapping, a form of surface caching in which the brightness of surfaces in a virtual scene is pre-calculated and stored in texture maps for later use. Lightmaps are most commonly applied to static o ...
s and 3D light sources were also added in the BSP files storing the levels, allowing for more realistic lighting. The first Graphics processing units appeared in the late 1990s, but many games still supported software rendering at that time.
id Tech 2 The ''Quake II'' engine is a game engine developed by id Software for use in their 1997 first-person shooter ''Quake II''. It is the successor to the Quake engine, ''Quake'' engine. Since its release, the ''Quake II'' engine has been licensed f ...
(''
Quake II ''Quake II'' is a 1997 first-person shooter video game developed by id Software and published by Activision. It is the second installment of the ''Quake'' series, but not a direct sequel to '' Quake''. The game's storyline is continued in its ...
'', 1997) was one of the first games to take advantage of hardware accelerated graphics (
id Software id Software LLC () is an American video game developer based in Richardson, Texas. It was founded on February 1, 1991, by four members of the computer company Softdisk: game programmer, programmers John Carmack and John Romero, game designer T ...
later reworked ''Quake'' to add OpenGL support to the game).
GoldSrc GoldSrc ( ) is a proprietary game engine developed by Valve. At its core, GoldSrc is a heavily modified version of id Software's ''Quake'' engine. It originally made its debut in 1998 with ''Half-Life'', and would power future games developed b ...
, the engine derived from the
Quake engine The ''Quake'' engine is the game engine developed by id Software to power their 1996 video game '' Quake''. It featured true 3D real-time rendering and is now licensed under the terms of GNU General Public License v2.0 or later. After rele ...
by
Valve A valve is a device or natural object that regulates, directs or controls the flow of a fluid (gases, liquids, fluidized solids, or slurries) by opening, closing, or partially obstructing various passageways. Valves are technically fitting ...
for '' Half-Life'' (1998), added Direct3D support, and a skeletal framework to better render the NPCs, and also greatly improved the NPCs artificial intelligence (AI) compared to the Quake engine.


Late 1990s: Full 32-bit color, and GPUs become standard

This period saw the introduction of the first video cards with Transform, clipping, and lighting (T&L). The first card with this innovative technology was the
GeForce 256 The GeForce 256 is the original release in Nvidia's " GeForce" product-line. Announced on August 31, 1999 and released on October 11, 1999, the GeForce 256 improves on its predecessor ( RIVA TNT2) by increasing the number of fixed pixel pipeli ...
. This card was superior to what 3dfx had to offer at the time, namely
Voodoo3 Voodoo3 was a series of computer gaming video cards manufactured and designed by 3dfx Interactive. It was the successor to the company's high-end Voodoo2 line and was based heavily upon the older Voodoo Banshee product. Voodoo3 was announced at C ...
, which only fell short because the lack of T&L. Companies such as
Matrox Matrox Graphics, Inc. is a producer of video card components and equipment for personal computers and workstations. Based in Dorval, Quebec, Canada, it was founded in 1976 by Lorne Trottier and Branko Matić. The name is derived from "Ma" in Mat ...
with their G400, and S3 with their Savage4 were forced to withdraw from the 3D gaming market during this time period. One year later, ATI released their Radeon 7200, a true competing graphics card line. While all games of this period supported 16-bit color, many were adopting 32-bit color (really 24-bit color with an 8-bit alpha channel) as well. Soon, many benchmark sites began touting 32-bit as a standard. The
Unreal Engine Unreal Engine (UE) is a 3D computer graphics game engine developed by Epic Games, first showcased in the 1998 first-person shooter game '' Unreal''. Initially developed for PC first-person shooters, it has since been used in a variety of g ...
, used in a large number of FPS games since its release, was an important milestone at the time. It used the
Glide API Glide is a 3D graphics API developed by 3dfx Interactive for their ''Voodoo Graphics'' 3D accelerator cards. Although it originally started as a proprietary API, it was later open sourced by 3dfx. It was dedicated to rendering performance, supp ...
, specifically developed for 3dfx GPUs, instead of OpenGL. Probably the biggest reason for its popularity was that the engine architecture and the inclusion of a
scripting language A scripting language or script language is a programming language that is used to manipulate, customize, and automate the facilities of an existing system. Scripting languages are usually interpreted at runtime rather than compiled. A scripting ...
made it easy to mod it. One other improvement of Unreal compared to the previous generation of engines was its networking technology, which greatly improved the scalability of the engine on
multiplayer A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system ( couch co-op), on different computing systems via a local area network, or ...
.
id Tech 3 id Tech 3, popularly known as the ''Quake III Arena'' engine, is a game engine developed by id Software for their video game ''Quake III Arena''. It has been adopted by numerous games. During its time, it competed with the Unreal Engine; bot ...
, first used for ''
Quake III Arena ''Quake III Arena'' is a 1999 multiplayer-focused first-person shooter developed by id Software. The third installment of the ''Quake'' series, ''Arena'' differs from previous games by excluding a story-based single-player mode and focusing prima ...
'', improved from its predecessor by allowing to store much more complex and smoother animations. It also had improved lighting and shadowing and introduced
shader In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene - a process known as ''shading''. Shaders have evolved to perform a variety of speci ...
s and curved surfaces.


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 rag-doll physics. Average Video Hardware requirements: a GPU with hardware T&L such as the DirectX 7.0 GeForce 2 or Radeon 7200 was typically required. The next-generation
GeForce 3 The GeForce 3 series (NV20) is the third generation of Nvidia's GeForce graphics processing units (GPUs). Introduced in February 2001, it advanced the GeForce architecture by adding programmable pixel and vertex shaders, multisample anti-ali ...
or
Radeon 8500 The R200 is the second generation of GPUs used in Radeon graphics cards and developed by ATI Technologies. This GPU features 3D acceleration based upon Microsoft Direct3D 8.1 and OpenGL 1.3, a major improvement in features and performance ...
were recommended due to their more efficient architecture, though their DirectX 8.0 vertex and pixel shaders were of little use. A handful of games still supported DirectX 6.0 chipsets such as
RIVA TNT2 The RIVA TNT2 is a graphics processing unit manufactured by Nvidia starting in early 1999. The chip is codenamed "NV5" because it is the 5th graphics chip design by Nvidia, succeeding the RIVA TNT (NV4). RIVA is an acronym for ''Real-time Intera ...
and Rage 128, and software rendering (with an integrated
Intel GMA The Intel Graphics Media Accelerator (GMA) is a series of integrated graphics processors introduced in 2004 by Intel, replacing the earlier Intel Extreme Graphics series and being succeeded by the Intel HD and Iris Graphics series. This series t ...
), though this was apparent that even a powerful CPU could not compensate for the lack of hardware T&L. Games engines originally developed for the PC platform, like the Unreal Engine 2.0, started to be adapted for sixth generation consoles like PlayStation 2 or GameCube, those now having the computer power to handle graphic-intensive video games.


Mid 2000s: Lighting and pixel shaders, physics

The new generation of graphics chips allowed
pixel shader In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the Rendering (computer graphics), rendering of a 3D scene - a process known as ''shading''. Shaders have evolved ...
-based textures,
bump mapping Bump mapping is a texture mapping technique in computer graphics for simulating bumps and wrinkles on the surface of an object. This is achieved by perturbing the surface normals of the object and using the perturbed normal during lighting cal ...
, and lighting and shadowing technologies to become common. Shader technologies included
HLSL The High-Level Shader Language or High-Level Shading Language (HLSL) is a proprietary shading language developed by Microsoft for the Direct3D 9 API to augment the shader assembly language, and went on to become the required shading language ...
(for DirectX),
GLSL OpenGL Shading Language (GLSL) is a high-level shading language with a syntax based on the C programming language. It was created by the OpenGL ARB (OpenGL Architecture Review Board) to give developers more direct control of the graphics pipelin ...
(for OpenGL), or Cg. This resulted in the obsolescence of DirectX 7.0 graphics chips such as the widespread GeForce 2 and Radeon 7200, as well as DirectX 6.0 chipsets such as
RIVA TNT2 The RIVA TNT2 is a graphics processing unit manufactured by Nvidia starting in early 1999. The chip is codenamed "NV5" because it is the 5th graphics chip design by Nvidia, succeeding the RIVA TNT (NV4). RIVA is an acronym for ''Real-time Intera ...
and Rage 128, and integrated on-board graphics accelerators. Until this generation of games, a powerful CPU was able to somewhat compensate for an older video card. Average Video Hardware requirements: minimum was a
GeForce 3 The GeForce 3 series (NV20) is the third generation of Nvidia's GeForce graphics processing units (GPUs). Introduced in February 2001, it advanced the GeForce architecture by adding programmable pixel and vertex shaders, multisample anti-ali ...
or
Radeon 8500 The R200 is the second generation of GPUs used in Radeon graphics cards and developed by ATI Technologies. This GPU features 3D acceleration based upon Microsoft Direct3D 8.1 and OpenGL 1.3, a major improvement in features and performance ...
, strongly recommended was the GeForce FX, Radeon 9700 (or other cards with Pixel shader 2.x support). The Radeon 9700 demonstrated that
anti-aliasing Anti-aliasing may refer to any of a number of techniques to combat the problems of aliasing in a sampled signal such as a digital image or digital audio recording. Specific topics in anti-aliasing include: * Anti-aliasing filter, a filter used be ...
(AA) and/or
anisotropic filtering In 3D computer graphics, anisotropic filtering (abbreviated AF) is a method of enhancing the image quality of textures on surfaces of computer graphics that are at oblique viewing angles with respect to the camera where the projection of the ...
(AF) could be fully usable options, even in the newest and most demanding titles at the time, and resulted in the widespread acceptance of AA and AF as standard features. AA and AF had been supported by many earlier graphics chips prior to this but carried a heavy performance hit and so most gamers opted not to enable these features. 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
GPU A graphics processing unit (GPU) is a specialized electronic circuit designed to manipulate and alter memory to accelerate the creation of images in a frame buffer intended for output to a display device. GPUs are used in embedded systems, mobi ...
performed some of the tasks that were already done by the CPU, and more generally the increasing processing power available, allowed to add realistic physics effects to the games, for example with the inclusion of the Havok physics engine in most video games. Physics had been already added in a video game in 1998 with '' Jurassic Park: Trespasser'', but limited hardware capabilities at the time, and the absence of a
middleware Middleware is a type of computer software that provides services to software applications beyond those available from the operating system. It can be described as "software glue". Middleware makes it easier for software developers to implement c ...
like Havok to handle physics had made it a technical and commercial failure.
id Tech 4 id Tech 4, popularly known as the ''Doom 3'' engine, is a game engine developed by id Software and first used in the video game ''Doom 3''. The engine was designed by John Carmack, who also created previous game engines, such as those for '' Do ...
, first used for ''
Doom 3 ''Doom 3'' is a 2004 survival horror first-person shooter video game developed by id Software and published by Activision. ''Doom 3'' was originally released for Microsoft Windows on August 3, 2004, adapted for Linux later that year, and ported ...
'' (2004), used an entirely dynamic
per-pixel lighting In computer graphics, per-pixel lighting refers to any technique for lighting an image or scene that calculates illumination for each pixel on a rendered image. This is in contrast to other popular methods of lighting such as vertex lighting, whic ...
, whereas previously, 3D engines had relied primarily on pre-calculated per-vertex lighting or
lightmap A lightmap is a data structure used in lightmapping, a form of surface caching in which the brightness of surfaces in a virtual scene is pre-calculated and stored in texture maps for later use. Lightmaps are most commonly applied to static o ...
s and
Gouraud shading Gouraud shading, named after Henri Gouraud, is an interpolation method used in computer graphics to produce continuous shading of surfaces represented by polygon meshes. In practice, Gouraud shading is most often used to achieve continuous li ...
. The
Shadow volume Shadow volume is a technique used in 3D computer graphics to add shadows to a rendered scene. They were first proposed by Frank Crow in 1977 as the geometry describing the 3D shape of the region occluded from a light source. A shadow volume divi ...
approach used in Doom 3 permitted more realistic lighting and shadows, however this came at a price as it could not render soft shadows, and the engine was primarily good indoors. Later this was rectified to work with vast outdoor spaces, with the introduction of
MegaTexture id Tech 4, popularly known as the ''Doom 3'' engine, is a game engine developed by id Software and first used in the video game ''Doom 3''. The engine was designed by John Carmack, who also created previous game engines, such as those for ''Doo ...
technology in the
id Tech 4 id Tech 4, popularly known as the ''Doom 3'' engine, is a game engine developed by id Software and first used in the video game ''Doom 3''. The engine was designed by John Carmack, who also created previous game engines, such as those for '' Do ...
engine. The same year,
Valve A valve is a device or natural object that regulates, directs or controls the flow of a fluid (gases, liquids, fluidized solids, or slurries) by opening, closing, or partially obstructing various passageways. Valves are technically fitting ...
released ''
Half-Life 2 ''Half-Life 2'' is a 2004 first-person shooter game developed by Valve Corporation, Valve. It was published by Valve through its distribution service Steam (service), Steam. Like the original ''Half-Life (video game), Half-Life'' (1998), ''Half- ...
'', powered by their new
Source Source may refer to: Research * Historical document * Historical source * Source (intelligence) or sub source, typically a confidential provider of non open-source intelligence * Source (journalism), a person, publication, publishing institute o ...
engine. This new engine was notable in that, among other things, it had very realistic facial animations for NPCs, including what was described as an impressive
lip-syncing Lip sync or lip synch (pronounced , the same as the word ''sink'', short for lip synchronization) is a technical term for matching a speaking or singing person's lip movements with sung or spoken vocals. Audio for lip syncing is generated th ...
technology.


Late 2000s: The approach to Photorealism

Further improvements in
GPUs A graphics processing unit (GPU) is a specialized electronic circuit designed to manipulate and alter memory to accelerate the creation of images in a frame buffer intended for output to a display device. GPUs are used in embedded systems, mobil ...
like Shader Model 3 and Shader Model 4, made possible by new graphic chipsets as
GeForce 7 The GeForce 7 series is the seventh generation of Nvidia's GeForce graphics processing units. This was the last series available on AGP cards. A slightly modified GeForce 7-based card (more specifically based on the 7800GTX) is present as the ...
or Radeon X1xxx series, allowed for improvements in graphic effects. Developers of this era of 3D engines often tout their increasingly
photorealistic Photorealism is a genre of art that encompasses painting, drawing and other graphic media, in which an artist studies a photograph and then attempts to reproduce the image as realistically as possible in another medium. Although the term can be ...
quality. Around the same time
esports
we're beginning to gain attention. These engines include realistic
shader In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene - a process known as ''shading''. Shaders have evolved to perform a variety of speci ...
-based materials with predefined physics, environments with procedural and
vertex shader In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene - a process known as ''shading''. Shaders have evolved to perform a variety of speci ...
-based objects (
vegetation Vegetation is an assemblage of plant species and the ground cover they provide. It is a general term, without specific reference to particular taxa, life forms, structure, spatial extent, or any other specific botanical or geographic characte ...
, debris, human-made objects such as books or tools), procedural animation, cinematographic effects ( depth of field,
motion blur Motion blur is the apparent streaking of moving objects in a photograph or a sequence of frames, such as a film or animation. It results when the image being recorded changes during the recording of a single exposure, due to rapid movement or lo ...
, etc.),
high-dynamic-range rendering High-dynamic-range rendering (HDRR or HDR rendering), also known as high-dynamic-range lighting, is the rendering of computer graphics scenes by using lighting calculations done in high dynamic range (HDR). This allows preservation of details tha ...
, and unified lighting models with soft shadowing and volumetric lighting. However, most of engines capable of these effects are evolutions of engines from the previous generation, such as
Unreal Engine 3 Unreal Engine (UE) is a 3D computer graphics game engine developed by Epic Games, first showcased in the 1998 first-person shooter game '' Unreal''. Initially developed for PC first-person shooters, it has since been used in a variety of genre ...
, the
Dunia Engine Ubisoft Entertainment SA (; ; formerly Ubi Soft Entertainment SA) is a French video game publisher headquartered in Saint-Mandé with development studios across the world. Its video game franchises include ''Assassin's Creed'', ''Far Cry'', ''F ...
and CryEngine 2, id Tech 5 (which was used with '' Rage'' and makes use of the new Virtual Texturing technology). The first games using
Unreal Engine 3 Unreal Engine (UE) is a 3D computer graphics game engine developed by Epic Games, first showcased in the 1998 first-person shooter game '' Unreal''. Initially developed for PC first-person shooters, it has since been used in a variety of genre ...
were released in November 2006, and the first game to use CryEngine 2 (''
Crysis ''Crysis'' is a first-person shooter video game series created by Crytek. The series revolves around a group of military protagonists with " nanosuits", technologically advanced suits of armor that give them enhanced physical strength, speed, ...
'') was released in 2007.


Early 2010s: Graphic technique mixes

Further improvements in
GPUs A graphics processing unit (GPU) is a specialized electronic circuit designed to manipulate and alter memory to accelerate the creation of images in a frame buffer intended for output to a display device. GPUs are used in embedded systems, mobil ...
like Shader Model 5, made possible by new graphic chipsets as GeForce 400 Series or
Radeon HD 5000 series The Evergreen series is a family of GPUs developed by Advanced Micro Devices for its Radeon line under the ATI brand name. It was employed in Radeon HD 5000 graphics card series and competed directly with Nvidia's GeForce 400 Series. Release T ...
and later, allowed for improvements in graphic effects. such as Dynamic
Displacement Mapping Displacement mapping is an alternative computer graphics technique in contrast to bump, normal, and parallax mapping, using a texture or height map to cause an effect where the actual geometric position of points over the textured surface are ' ...
and
Tessellation A tessellation or tiling is the covering of a surface, often a plane, using one or more geometric shapes, called ''tiles'', with no overlaps and no gaps. In mathematics, tessellation can be generalized to higher dimensions and a variety o ...
. As of 2010, two upcoming evolutions of major existing engines had been released:
Unreal Engine 3 Unreal Engine (UE) is a 3D computer graphics game engine developed by Epic Games, first showcased in the 1998 first-person shooter game '' Unreal''. Initially developed for PC first-person shooters, it has since been used in a variety of genre ...
in DirectX 11 which powered Samaritan Demo (and which is used with Batman: Arkham City, Batman: Arkham Knight and more DX11 based UE3 games) and CryEngine 3, which powers ''
Crysis 2 ''Crysis 2'' is a first-person shooter video game developed by Crytek, published by Electronic Arts and released in North America, Australia and Europe in March 2011 for Microsoft Windows, PlayStation 3, and Xbox 360. Officially announced on Jun ...
'' and ''
Crysis 3 ''Crysis 3'' is a 2013 first-person shooter video game developed by Crytek and published by Electronic Arts. It is the third game of the ''Crysis'' series, a sequel to the 2011 video game ''Crysis 2''. The multiplayer portion of the game was d ...
''. Few companies had discussed future plans for their engines; id Tech 6, the eventual successor to id Tech 5, was an exception. Preliminary information about this engine which was still in early phases of development tended to show that
id Software id Software LLC () is an American video game developer based in Richardson, Texas. It was founded on February 1, 1991, by four members of the computer company Softdisk: game programmer, programmers John Carmack and John Romero, game designer T ...
was looking toward a direction where ray tracing and classic raster graphics would be mixed. However, according to John Carmack, the hardware capable of id Tech 6 did not yet exist. The first title using the engine, Doom, was released in mid 2016. In September 2015,
Valve A valve is a device or natural object that regulates, directs or controls the flow of a fluid (gases, liquids, fluidized solids, or slurries) by opening, closing, or partially obstructing various passageways. Valves are technically fitting ...
released
Source 2 Source 2 is a video game engine developed by Valve. The engine was announced in 2015 as the successor to the original Source engine, with the first game to use it, ''Dota 2'', being ported from Source that same year. Since then, Valve's '' Art ...
in an update to Dota 2.


See also

* Game engine *
List of game engines Game engines are tools available for game designers to code and plan out a video game quickly and easily without building one from the ground up. Whether they are 2D or 3D based, they offer tools to aid in asset creation and placement. Engines ...
*
List of first-person shooter engines This is a sortable list of first-person shooter engines. Early first-person shooter graphics engines Early 1990s: wireframes to 2.5D worlds and textures Mid 1990s: 3D models, beginnings of hardware acceleration Late 1990s: 32-bit color, G ...


References

{{DEFAULTSORT:First-Person Shooter Engine