At first, the engine relied completely on software rendering, meaning the graphics calculations were handled by the central processing unit (CPU).[4] However, over time, it was able to take advantage of the capabilities provided by dedicated graphics cards, focusing on the Glide API, specially designed for 3dfx accelerators.[11][12] While OpenGL and Direct3D were supported, they reported a slower performance compared to Glide due to their deficiency in texture management at the time.[13][14] Sweeney particularly criticized the quality of OpenGL drivers for consumer hardware, describing them as "extremely problematic, buggy, and untested", and labeled the code in the implementation as "scary" as opposed to the simpler and cleaner support for Direct3D.[13] With regard to audio, Epic employed the Galaxy Sound System, a software created in assembly language that integrated both EAX and Aureal technologies, and allowed the use of tracker music, which gave level designers flexibility in how a game soundtrack was played at a specific point in maps.[15][16][17] Steve Polge, the author of the Reaper Bots plugin for Quake, programmed the artificial intelligence system, based on knowledge he had gained at his previous employer IBM designing router protocols.[18][19]
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According to Sweeney, the hardest part of the engine to program was the renderer, as he had to rewrite its core algorithm several times during development, though he found less "glamorous" the infrastructure connecting all the subsystems.[20][11] Despite requiring a significant personal effort, he said the engine was his favorite project at Epic, adding: "Writing the first Unreal Engine was a 3.5-year, breadth-first tour of hundreds of unique topics in software and was incredibly enlightening."[21] Among its features were collision detection, colored lighting, and a limited form of texture filtering.[12] It also integrated a level editor, UnrealEd,[22] that had support for real-time constructive solid geometry operations as early as 1996, allowing mappers to change the level layout on the fly.[23][11] Even though Unreal was designed to compete with id Software (developer of Doom and Quake), co-founder John Carmack complimented the game for the use of 16-bit color and remarked its implementation of visual effects such as volumetric fog. "I doubt any important game will be designed with 8-bit color in mind from now on. Unreal has done an important thing in pushing toward direct color, and this gives the artists a lot more freedom," he said in an article written by Geoff Keighley for GameSpot.[8] "Light blooms [the spheres of light], fog volumes, and composite skies were steps I was planning on taking, but Epic got there first with Unreal," he said, adding: "The Unreal engine has raised the bar on what action gamers expect from future products. The visual effects first seen in the game will become expected from future games."[8]
Epic used the Karma physics engine, a third-party software from UK-based studio Math Engine, to drive the physical simulations such as ragdoll player collisions and arbitrary rigid body dynamics.[42][35][43] With Unreal Tournament 2004, vehicle-based gameplay was successfully implemented, enabling large-scale combat.[35][44] While Unreal Tournament 2003 had support for vehicle physics through the Karma engine, as demonstrated by a testmap with a "hastily-constructed vehicle", it wasn't until Psyonix created a modification out of Epic's base code that the game received fully coded vehicles. Impressed by their efforts, Epic decided to include it in its successor as a new game mode under the name Onslaught by hiring Psyonix as a contractor.[42][45][46] Psyonix would later develop Rocket League before being acquired by Epic in 2019.[47]
On March 19, 2014, at the Game Developers Conference (GDC), Epic Games released Unreal Engine 4 through a new licensing model. For a monthly subscription at US$19, developers were given access to the full version of the engine, including the C++ source code, which could be downloaded via GitHub. Any released product was charged with a 5% royalty of gross revenues.[83] The first game released using Unreal Engine 4 was Daylight, developed with early access to the engine[84] and released on April 29, 2014.[85]
In March 2012, Epic Games announced a partnership with Virtual Heroes of Applied Research Associates to launch Unreal Government Network, a program that handles Unreal Engine licenses for government agencies.[156] Several projects originated with this support agreement, including an anaesthesiology training software for U.S. Army physicians, a multiplayer crime scene simulation developed by the FBI Academy, and various applications for the Intelligence Advanced Research Projects Activity with the aim to help intelligence analysts recognize and mitigate cognitive biases that might affect their work.[157][158] Similarly, the DHS Science and Technology Directorate and the U.S. Army's Training and Doctrine Command and Research Laboratory employed the engine to develop a platform to train first responders titled Enhanced Dynamic Geo-Social Environment (EDGE).[159]
Before you install Unreal Engine, make sure you have enough disk space. Requirements vary depending on the engine components you select. The Options screen will show you how much space you need for the installer download, as well as the engine itself.
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