First-person shooter engine
From Wikipedia, the free encyclopedia
This page gives an overview of FPS graphics engines and the games that use them. Engines that included games that have first person view and a third person view are included. Some of these hybrid TPS/FPS run on what are otherwise FPS graphics engines. For more on graphic engines in general and other types of game engine see Game engine.
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[edit] 1970s and 1980s: Early FPS graphics engines
Widely varying requirements and characteristics, but with game rendering point intended to be from the first-person perspective and with the need to shoot things mostly made up using Vector graphics engines.
- Maze War (1973)
- Spasim (1974)
- Battlezone (1980)
- MIDI Maze (1987)
- Driller(1987) Freescape engine
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- Dark Side (1988)
- Total Eclipse (1988)
- Castle Master (1990)
- Castle Master II: The Crypt (1990)
- The Sphinx Jinx (1991)
- 3D Construction Kit (1991)
- 3D Construction Kit II (1992)
- Hovertank 3D (1990) (PC)
[edit] Early 1990s: Wireframes to 3D Worlds and Textures
Planar worlds (rectangular grid in Wolfenstein 3D, sector-based plane levels in Doom) with sprite objects. Average Video Hardware requirements: CPU-powered software rendering. The Build engine used sprites for many things, but had arbitrary 3D-level geometry.
- Catacomb 3D (1991) (PC)
- Wolfenstein 3D (1992)
- Ultima Underworld (1992)
- Ultima Underworld II (1993)
- System Shock (1994)
- Rise of the Triad (1994)
- Ultima Underworld II (1993)
- Doom (1993) Doom engine
- Doom II (1994)
- Marathon (1994) (Mac)
- Star Wars: Dark Forces (1995) (PC)
[edit] Late 1990s: The rise of 3D Models
For the first time, 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 objects. Average Video Hardware requirements: first 3D-accelerators (Voodoo, Voodoo 2). Quake used fewer animated sprites, following the trend to 3D rather than 2D game objects.
- Duke Nukem 3D (1996) Build engine (PC)
- Blood (1997)
- Shadow Warrior (1997)
- Quake (1996) Quake engine (PC)
- GoldenEye 007 (1997) (N64)
- Perfect Dark (2000)
- Quake II (1997) Quake II engine
- Sin (1998)
- Anachronox (2001)
- Soldier of Fortune (2000) (PC)
- Shogo: Mobile Armor Division (1998) Lithtech 1.0 (PC)
- No One Lives Forever (2000) Lithtech 1.5: Talon (PC)
- Alien vs. Predator 2 (2001) (PC)
- Unreal (1998) Unreal Engine (PC)
- Unreal Tournament (1999) (PC)
- Deus Ex (2000)
- Clive Barker's Undying (2001)
- Thief: The Dark Project (1998) Dark Engine
- System Shock 2 (1999)
- Thief II: The Metal Age (2000)
- Quake III Arena (1999) Quake III engine
- Return to Castle Wolfenstein (2001)
- Call of Duty (2003) (PC)
- Star Wars Jedi Knight II: Jedi Outcast (2002)
- Star Wars Jedi Knight: Jedi Academy (2003)
[edit] Early 2000s: More polygons, increasing detail
New graphics hardware provided new capabilities, allowing new engines to add various new effects, such as particle effects, fog, coloured lighting, as well as increase texture and polygon detail. Many games featured large outdoor environments, vehicles, rag-doll physics. Average Video Hardware requirements: GeForce 2 (or similar).
- Codename Eagle (2000) Refractor engine (PC)
- Battlefield 1942 (2002) Refractor 2 engine (PC)
- Battlefield Vietnam (2004) (PC)
- Max Payne (2001) Remedy MaxFX
- Max Payne 2 (2003)
- Grand Theft Auto III (2001) RenderWare engine
- Grand Theft Auto: Vice City (2002)
- Grand Theft Auto: San Andreas (2004)
- Halo: Combat Evolved (2001) (XBOX/PC)
- Halo 2 (2004) (XBOX)
- Stubbs the Zombie in Rebel Without a Pulse (2005)
- Mafia (2002) LS3D engine
- Vietcong (2003)
- Hidden & Dangerous 2 (2004)
- Unreal Tournament 2003 (2002) Unreal Engine 2.0
- No One Lives Forever 2 (2002) Lithtech 2.0: Jupiter
- Tron 2.0 (2003)
- Global Operations (2002) Lithtech 2.5
- Metroid Prime (2002)
- Metroid Prime 2: Echoes (2004)
- Cube: Game and engine (2002-2005)
[edit] Mid 2000s:Lighting and Pixel Shaders and DirectX 9
The maps may feature seamlessly integrated indoor/outdoor environments. Some, or all of the Pixel shader-based textures, bump mapping, vertex shaders used for animations, lighting and shadowing technologies are common. Average Video Hardware requirements: GeForce 3 (or other cards with shader support).
- AMP2 Tech Demo (2003) AMP2 Game Engine
- Tribes Vengeance (2004) Unreal Engine 2.5
- Painkiller (2004) PAIN engine
- Far Cry (2004) CryENGINE
- Doom 3 (2004) Doom 3 engine
- Quake 4 (2005)
- Half-Life 2 (2004) Source engine
- Vampire: The Masquerade - Bloodlines (2004)
- Dark Messiah of Might and Magic (2006)
- Sin Episodes - Emergence (2006)
- Battlefield
- Battlefield Vietnam (2004) (PC)
- Battlefield 2 (2005) (PC)
- Battlefield 2142 (2006) (PC)
- F.E.A.R. (2005) Lithtech: Jupiter EX
- Call of Duty 2 (2005)
- Call of Duty 3 (2006)
- Red Steel (2006)
[edit] 2007: DX10 and the approach to Photorealism
Developers of this era of 3D engines often tout their increasingly photorealistic quality.
The first games using Unreal Engine 3 were released in November 2006, and the first games to use CryENGINE 2 will be released in 2007. These games will include realistic shader-based materials with predefined physics, environments with procedural and vertex shader-based objects (vegetation, debris, human-made objects such as books or tools), procedural animation, cinematographic effects (depth of field, motion blur, etc.), and unified lighting models with soft shadowing.
Another interesting prospective is the Sauerbraten FPS game and engine. Although it is still in early development (as a continuation of Cube), the simple engine framework and in-game map editing make the game stand out.
- Crysis (2007*)
- Halo 3 (2007*)
- S.T.A.L.K.E.R.: Shadow of Chernobyl (2007) X-Ray engine
- Operation Flashpoint 2 (2007*)
Titles marked with * are not released yet. Release dates are estimates.