First person shooter engine
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A first-person shooter engine is a video game engine 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 feedba ...
. 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 character A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster ...
s 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'' (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 Vector graphics is a form of computer graphics in which visual images are created directly from geometric shapes defined on a Cartesian plane, such as points, lines, curves and polygons. The associated mechanisms may include vector display ...
. There are two possible claimants for the first FPS, '' Maze War'' and '' Spasim''. ''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 Incentive Software Ltd. was a British video game developer and publisher founded by Ian Andrew in 1983. Programmers included Sean Ellis, Stephen Northcott and Ian's brother Chris Andrew. Later games were based on the company's Freescape rende ...
, 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.


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 2.5D techniques to draw the environment and sprites to draw enemies instead of 3D models. However these games began to use textures to render the environment instead of simple wire-frame models or solid colors. '' Hovertank 3D'', from id Software, 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 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'' engine was still very primitive. It did not apply textures to the floor and ceiling, and the ray casting 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 id Tech 1, also known as the ''Doom'' engine, is the game engine that powers the id Software games ''Doom'' and '' Doom II: Hell on Earth''. It is also used in ''Heretic'', '' Hexen: Beyond Heretic'', '' Strife: Quest for the Sigil'', '' Hacx ...
, first used in ''
Doom Doom is another name for damnation. Doom may also refer to: People * Doom (professional wrestling), the tag team of Ron Simmons and Butch Reed * Daniel Doom (born 1934), Belgian cyclist * Debbie Doom (born 1963), American softball pitcher * ...
'' (1993) and again from id Software, removed these limitations. It also first introduced the concept of binary space partitioning (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 This list includes terms used in video games and the video game industry, as well as slang used by players. 0–9 A ...
support. ''Dooms success spawned several games using the same engine or similar techniques, giving them the name ''Doom clones''. The
Build engine Build Engine is a first-person shooter engine created by Ken Silverman, author of '' Ken's Labyrinth'', for 3D Realms. Like the ''Doom'' engine, the Build Engine represents its world on a two-dimensional grid using closed 2D shapes called secto ...
, 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 ...
al objects. FromSoftware released '' King's Field'', 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 professional ...
PlayStation in December 1994.
Sega is a Japanese multinational video game and entertainment company headquartered in Shinagawa, Tokyo. Its international branches, Sega of America and Sega Europe, are headquartered in Irvine, California and London, respectively. Its division ...
's
32X The 32X is an add-on for the Sega Genesis video game console. Codenamed "Project Mars", it was designed to expand the power of the Genesis and serve as a transitional console into the 32-bit era until the release of the Sega Saturn. The 32X u ...
release '' Metal Head'' was a first-person shooter mecha simulation game 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 mapping ...
, 3D polygonal graphics. A year prior, Exact released the Sharp X68000 computer game ''Geograph Seal'', a fully 3D polygonal first-person shooter that employed platform game 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! ''Jumping Flash!'' is a first-person platform video game co-developed by Exact and Ultra and published by Sony Computer Entertainment. The first installment in the ''Jumping Flash!'' series, it was released for the PlayStation on 28 April ...
'', 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, 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's 1994 shooter '' Descent''. The Quake engine ('' Quake'', 1996) used fewer animated sprites and used true 3D geometry and lighting, using elaborate techniques such as z-buffering 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) was simplified during the creation of the map to reduce the processing required when playing the game. Static lightmaps and 3D light sources were also added in the BSP files storing the levels, allowing for more realistic lighting. The first
Graphics processing unit 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, m ...
s appeared in the late 1990s, but many games still supported software rendering at that time. id Tech 2 ('' Quake II'', 1997) was one of the first games to take advantage of hardware accelerated graphics ( id Software later reworked ''Quake'' to add OpenGL support to the game). GoldSrc, the engine derived from the Quake engine by Valve for ''
Half-Life Half-life (symbol ) is the time required for a quantity (of substance) to reduce to half of its initial value. The term is commonly used in nuclear physics to describe how quickly unstable atoms undergo radioactive decay or how long stable ...
'' (1998), added Direct3D support, and a
skeletal A skeleton is the structural frame that supports the body of an animal. There are several types of skeletons, including the exoskeleton, which is the stable outer shell of an organism, the endoskeleton, which forms the support structure inside ...
framework to better render the
NPCs A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster ...
, 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. This card was superior to what 3dfx had to offer at the time, namely Voodoo3, which only fell short because the lack of T&L. Companies such as Matrox 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 Ati or ATI may refer to: * Ati people, a Negrito ethnic group in the Philippines **Ati language (Philippines), the language spoken by this people group ** Ati-Atihan festival, an annual celebration held in the Philippines *Ati language (China), a ...
released their Radeon 7200, a true competing graphics card line. While all games of this period supported
16-bit color High color graphics is a method of storing image information in a computer's memory such that each pixel is represented by two bytes. Usually the color is represented by all 16 bits, but some devices also support 15-bit high color. More recentl ...
, many were adopting
32-bit color Color depth or colour depth (see spelling differences), also known as bit depth, is either the number of bits used to indicate the color of a single pixel, or the number of bits used for each color component of a single pixel. When referring to ...
(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, specifically developed for
3dfx 3dfx Interactive was an American technology company headquartered in San Jose, California, founded in 1994, that specialized in the manufacturing of 3D graphics processing units, and later, video cards. It was a pioneer in the field from the l ...
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, 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.


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 or Radeon 8500 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 and
Rage 128 The ATI Rage (stylized as RAGE or rage) is a series of graphics chipsets developed by ATI Technologies offering graphical user interface (GUI) 2D acceleration, video acceleration, and 3D acceleration developed by ATI Technologies. It is the ...
, and software rendering (with an integrated Intel GMA), 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 The is a home video game console developed and released by Nintendo in Japan on September 14, 2001, in North America on November 18, 2001, and in PAL territories in 2002. It is the successor to the Nintendo 64 (1996), and predecessor of the ...
, 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-based textures, bump mapping, and lighting and shadowing technologies to become common. Shader technologies included HLSL (for DirectX), GLSL (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 and
Rage 128 The ATI Rage (stylized as RAGE or rage) is a series of graphics chipsets developed by ATI Technologies offering graphical user interface (GUI) 2D acceleration, video acceleration, and 3D acceleration developed by ATI Technologies. It is the ...
, 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 or Radeon 8500, strongly recommended was the GeForce FX, Radeon 9700 (or other cards with Pixel shader 2.x support). The Radeon 9700 demonstrated that anti-aliasing (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 t ...
(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 performed some of the tasks that were already done by the
CPU A central processing unit (CPU), also called a central processor, main processor or just processor, is the electronic circuitry that executes instructions comprising a computer program. The CPU performs basic arithmetic, logic, controlling, a ...
, 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 ...
like Havok to handle physics had made it a technical and commercial failure. id Tech 4, first used for '' Doom 3'' (2004), used an entirely dynamic per-pixel lighting, whereas previously, 3D engines had relied primarily on pre-calculated per-vertex lighting or lightmaps and Gouraud shading. The Shadow volume 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 technology in the id Tech 4 engine. The same year, Valve released '' Half-Life 2'', powered by their new Source engine. This new engine was notable in that, among other things, it had very realistic facial animations for
NPCs A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster ...
, including what was described as an impressive lip-syncing technology.


Late 2000s: The approach to Photorealism

Further improvements in GPUs like Shader Model 3 and Shader Model 4, made possible by new graphic chipsets as GeForce 7 or Radeon X1xxx series, allowed for improvements in graphic effects. Developers of this era of 3D engines often tout their increasingly photorealistic quality. Around the same time
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we're beginning to gain attention. These engines include realistic shader-based materials with predefined physics, environments with procedural and vertex shader-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 charac ...
, debris, human-made objects such as books or tools), procedural animation, cinematographic effects ( depth of field, motion blur, etc.), high-dynamic-range rendering, 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, the Dunia Engine and
CryEngine 2 CryEngine (stylized as CRYENGINE) is a game engine designed by the German game developer Crytek. It has been used in all of their titles with the initial version being used in '' Far Cry'', and continues to be updated to support new consoles an ...
,
id Tech 5 id Tech 5 is a proprietary game engine developed by id Software. It followed its predecessors, id Tech 1, 2, 3 and 4, all of which had subsequently been published under the GNU General Public License. It was seen as a major advancement ov ...
(which was used with '' Rage'' and makes use of the new Virtual Texturing technology). The first games using Unreal Engine 3 were released in November 2006, and the first game to use
CryEngine 2 CryEngine (stylized as CRYENGINE) is a game engine designed by the German game developer Crytek. It has been used in all of their titles with the initial version being used in '' Far Cry'', and continues to be updated to support new consoles an ...
('' Crysis'') was released in 2007.


Early 2010s: Graphic technique mixes

Further improvements in GPUs like Shader Model 5, made possible by new graphic chipsets as
GeForce 400 Series Serving as the introduction of Fermi, the GeForce 400 series is a series of graphics processing units developed by Nvidia. Its release was originally slated in November 2009; however, after delays, it was released on March 26, 2010 with availab ...
or Radeon HD 5000 series and later, allowed for improvements in graphic effects. such as Dynamic Displacement Mapping 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 of ...
. As of 2010, two upcoming evolutions of major existing engines had been released: Unreal Engine 3 in
DirectX 11 Microsoft DirectX is a collection of application programming interfaces (APIs) for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. Originally, the names of these APIs all began with "Direct", ...
which powered Samaritan Demo (and which is used with Batman: Arkham City, Batman: Arkham Knight and more DX11 based UE3 games) and
CryEngine 3 CryEngine (stylized as CRYENGINE) is a game engine designed by the German game developer Crytek. It has been used in all of their titles with the initial version being used in ''Far Cry'', and continues to be updated to support new consoles and ...
, which powers '' Crysis 2'' and '' Crysis 3''. Few companies had discussed future plans for their engines;
id Tech 6 id Tech 6 is a multiplatform game engine developed by id Software. It is the successor to id Tech 5 and was first used to create the 2016 video game '' Doom''. Internally, the development team also used the codename ''id Tech 666'' to refer to t ...
, 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 was looking toward a direction where ray tracing and classic
raster graphics upright=1, The Smiley, smiley face in the top left corner is a raster image. When enlarged, individual pixels appear as squares. Enlarging further, each pixel can be analyzed, with their colors constructed through combination of the values for ...
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 Doom is another name for damnation. Doom may also refer to: People * Doom (professional wrestling), the tag team of Ron Simmons and Butch Reed * Daniel Doom (born 1934), Belgian cyclist * Debbie Doom (born 1963), American softball pitcher * ...
, was released in mid 2016. In September 2015, Valve released Source 2 in an update to Dota 2.


See also

*
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 ...
* List of game engines * List of first-person shooter engines


References

{{DEFAULTSORT:First-Person Shooter Engine