A game’s engine has often been compared to the foundation of a house.
It provides the stability and layout for the software during
development and after it’s been published. Everything a game is stems
from its engine, from the physics right down to the graphics and
interaction with the environment.
In the world of game design, there are multiple options developers
have at their disposal when designing their games. Some choose to build
their own engine, some take previous engines and redesign them, and
others will buy up development kits for licensed engines.
The latter has proven to be a very popular strategy indeed, as in
this past console generation, few engines have enjoyed the widespread
success and accessibility of the Unreal Engine 3.
First displayed by Gears of War, Epic Game’s Unreal Engine 3 has
since become something of an industry standard, with over 300 titles on
all platforms and including games such as Asura’s Wrath and Borderlands.
Since its initial release nine years ago, the engine has shown the
great amount of power behind our current console generation. And now,
they’re looking to give us the first glimpse into the future of gaming
by unveiling the Unreal Engine 4.
First shown at Game Developer’s Conference (GDC) this year, the tech
demo was nothing short of impressive. Since then, gamers and industry
professionals alike have been exposed to the new engine, and much
speculation and interest surrounds it.
But what can we expect to see from the Unreal Engine 4, and what does it mean for gaming moving forward?
One of the engine’s first distinctive features is its use of
lighting. Lighting is a much more dynamic element in UE4 than it has
been in the past. In the UE4, light will reflect off of objects and
change the color of the environment around it in a more realistic
fashion. The engine also supports items with internal lighting, allowing
them to take on a whole new life of their own and interact with the
world around them in a feasible way. Correct shadowing according to
light sources is another large part of the engine’s appeal, as the
shading and shadows of objects will react to light sources around them
according to the angle that the light is hitting them on, such as
sunsets and moving light sources. Lens flare within the game also takes
on large elements of light, while the environments will also respond to
the absence of light by adjusting in a way similar to the human eye.
Another one of the engine’s features is its ability to support an
amazing amount of particles. In the demo, we see sparks, snow, and
smoke, all seamlessly portrayed with the use of millions of particles
that react to the light sources around them and are able to react to
both internal and external lighting. This kind of technology with
particles could become a very interesting facet in the future as
developers build environments surrounding the player.
Destructibility is another large focus of the engine, specifically
the realistic nature of destruction and the way items respond to it
within the confines of the engine. Using both their revolutionary new
lighting techniques and the Nvidia Apex physics library, solid
substances will react in a heavy, realistic manner when being destroyed.
Exploding objects will emit light appropriately, once again adding
another layer of realism to the engine’s capabilities.
The Unreal Engine 4 is also looking to tackle one of the more
difficult facets of game design; human faces. While we have made amazing
advancements in facial animation and effect, the abundance of waxy
features and stiff expressions still prove that we have a long way to go
before we reach a point of smooth realism. Developers of the engine
have acknowledged this, and say that improving this tech has been a
focus of its development. We haven’t seen anything of its capabilities
yet, but rest assured, we’ll have more information leading up to the
release of new consoles and next-gen games.
Probably the most exciting part of the UE4 is the fact that it has
gone out of its way to become much more user-friendly and accessible to
the developers sitting at its helm. A majority of the changes made to
environments or the character themselves can be made and seen while the
game is actively running. Script is easily edited, and a variety of
tools will make it much easier to track changes and effects within the
game’s environment. Developers at Epic have cited their desire to cut
down on development time and allowing the creative teams to have more
flexibility with the engine, preventing them from having to refer to
coders in a tedious process whenever changes arise.
While we still don’t know many of the fine details, and the Unreal
Engine 4 won’t be poking its highly-advanced head out until the next
generation of consoles, it’s this first look at its
future possibilities that are exciting, to say the least. The team
behind the engine has developed it to be able to work with the very
powerful machines that the next generation will be, and don’t be
surprised to find that it makes its mark on the industry in the same way
the Unreal Engine 3 has.
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