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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 in ...
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 pl ...
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, game controller, controller, computer keyboard, keyboard, or motion sensing device to gener ...
. 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 ''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 ...
'' (2001) featured a
destructible environment In video games, the term destructible environment, or deformable terrain, refers to an environment within a game which can be wholly or partially destroyed by the player. It may refer to any part of the environment, including terrain, buildings an ...
, 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 ''Maze'', also known as ''Maze War'', is a 3D multiplayer first-person shooter maze game originally developed in 1973 and expanded in 1974. The first version was developed by high school students Steve Colley, Greg Thompson, and Howard Palmer fo ...
'' 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 control ...
''. ''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 institutio ...
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 render ...
, the
Freescape Freescape is a video game engine, an early 3D game engine used in video games such as 1987's '' Driller''. Graphics were composed mostly of solid geometry rendered without shading. History Developed in-house by Incentive Software, Freescape is c ...
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 puzzle ...
'' Driller'' in 1987.


Early 1990s: Wireframes to 2.5D worlds and textures

Games of this generation are often regarded as
Doom clone First-person shooter (FPS) is a sub-genre of shooter video games Shooter video games or shooters are a subgenre of action video games where the focus is almost entirely on the defeat of the character's enemies using the weapons given to th ...
s. 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 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, a ...
. 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 continuou ...
s or solid colors. ''
Hovertank 3D ''Hovertank 3D'', also known under a variety of other names (''Hovertank'' or ''Hovertank One''), is a vehicular combat game developed by id Software and published by Softdisk in April 1991. Plot ''Hovertank 3D'' is set during a nuclear war. ...
'', 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 ''Catacomb 3-D'' (also known as ''Catacomb 3-D: A New Dimension'', ''Catacomb 3-D: The Descent'', and ''Catacombs 3'') is a first-person shooter video game, the third in the ''Catacomb'' series, the first of which to feature 3D computer graphics ...
'' (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 Wolfenste ...
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 Wolfen ...
'' 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 Level or levels may refer to: Engineering *Level (instrument), a device used to measure true horizontal or relative heights *Spirit level, an instrument designed to indicate whether a surface is horizontal or vertical *Canal pound or level *Regr ...
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 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 represe ...
(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 sector ...
, 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'' and '' Duke Nukem II'', published by 3D Realms. ''Duke Nukem 3D'' features the adventures of the titular Duke N ...
'' (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 t ...
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, PlayStation 2, PlayStation Portable, Microsoft Windows, and various mobile phone platforms. '' 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 is a video gaming brand that consists of five home video game consoles, two handhelds, a media center, and a smartphone, as well as an online service and multiple magazines. The brand is produced by Sony Interactive Entertainment, a di ...
in December 1994. Sega'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 ...
release ''
Metal Head is a first-person shooter mech simulation video game developed and published by Sega, and released in 1995 for the Genesis/Mega Drive's 32X add-on, allowing for fully texture-mapped 3D polygons. Gameplay The game's North American box s ...
'' 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 ...
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 game, action video games in which the core objective is to move the player character between points in an environment. 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 199 ...
'', 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 Dark Force or Dark Forces may refer to: ''Star Wars'' *The dark side of the Force *'' Star Wars: Dark Forces'', a 1995 video game and novelization *'' Star Wars Jedi Knight: Dark Forces II'', the sequel to the 1995 video game and novelization *''Da ...
'', 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 Descent may refer to: As a noun Genealogy and inheritance * Common descent, concept in evolutionary biology * Kinship, one of the major concepts of cultural anthropology ** Pedigree chart or family tree **Ancestry **Lineal descendant ** Heritage ...
''. 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 releas ...
('' 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 th ...
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
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 ob ...
s 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, mo ...
s 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. Since its release, the ''Quake II'' engine has been licensed for use in sev ...
(''
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 e ...
'', 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 OpenGL (Open Graphics Library) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. The API is typically used to interact with a graphics processing unit (GPU), to achieve ha ...
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 releas ...
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 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 at ...
'' (1998), added
Direct3D Direct3D is a graphics application programming interface (API) for Microsoft Windows. Part of DirectX, Direct3D is used to render three-dimensional graphics in applications where performance is important, such as games. Direct3D uses hardware ...
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 o ...
, 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 ...
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 t ...
(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 genr ...
, 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 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 ...
GPUs, instead of
OpenGL OpenGL (Open Graphics Library) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. The API is typically used to interact with a graphics processing unit (GPU), to achieve ha ...
. 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 scripti ...
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 Shadowing may refer to: * Shadow fading in wireless communication, caused by obstacles * File shadowing, to provide an exact copy of or to mirror a set of data * Job shadowing, learning tasks by first-hand observation of daily behavior * Projecti ...
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 spec ...
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