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First-person shooter engine - Wikipedia
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class="vector-toc-list"> <li id="toc-1970s_and_1980s:_Early_FPS_graphics_engines" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#1970s_and_1980s:_Early_FPS_graphics_engines"> <div class="vector-toc-text"> <span class="vector-toc-numb">1.1</span> <span>1970s and 1980s: Early FPS graphics engines</span> </div> </a> <ul id="toc-1970s_and_1980s:_Early_FPS_graphics_engines-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-Early_1990s:_Wireframes_to_2.5D_worlds_and_textures" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#Early_1990s:_Wireframes_to_2.5D_worlds_and_textures"> <div class="vector-toc-text"> <span class="vector-toc-numb">1.2</span> <span>Early 1990s: Wireframes to 2.5D worlds and textures</span> </div> </a> <ul id="toc-Early_1990s:_Wireframes_to_2.5D_worlds_and_textures-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-Mid_1990s:_3D_models,_beginnings_of_hardware_acceleration" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#Mid_1990s:_3D_models,_beginnings_of_hardware_acceleration"> <div class="vector-toc-text"> <span class="vector-toc-numb">1.3</span> <span>Mid 1990s: 3D models, beginnings of hardware acceleration</span> </div> </a> <ul id="toc-Mid_1990s:_3D_models,_beginnings_of_hardware_acceleration-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-Late_1990s:_Full_32-bit_color,_and_GPUs_become_standard" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#Late_1990s:_Full_32-bit_color,_and_GPUs_become_standard"> <div class="vector-toc-text"> <span class="vector-toc-numb">1.4</span> <span>Late 1990s: Full 32-bit color, and GPUs become standard</span> </div> </a> <ul id="toc-Late_1990s:_Full_32-bit_color,_and_GPUs_become_standard-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-Early_2000s:_Increasing_detail,_outdoor_environments,_and_rag-doll_physics" 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vector-toc-level-2"> <a class="vector-toc-link" href="#Late_2000s:_The_approach_to_Photorealism"> <div class="vector-toc-text"> <span class="vector-toc-numb">1.7</span> <span>Late 2000s: The approach to Photorealism</span> </div> </a> <ul id="toc-Late_2000s:_The_approach_to_Photorealism-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-Early_2010s:_Graphic_technique_mixes" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#Early_2010s:_Graphic_technique_mixes"> <div class="vector-toc-text"> <span class="vector-toc-numb">1.8</span> <span>Early 2010s: Graphic technique mixes</span> </div> </a> <ul id="toc-Early_2010s:_Graphic_technique_mixes-sublist" class="vector-toc-list"> </ul> </li> </ul> </li> <li id="toc-See_also" class="vector-toc-list-item vector-toc-level-1 vector-toc-list-item-expanded"> <a class="vector-toc-link" href="#See_also"> <div class="vector-toc-text"> <span class="vector-toc-numb">2</span> <span>See also</span> </div> </a> <ul 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src="//upload.wikimedia.org/wikipedia/commons/thumb/5/5a/Vg_graphics.svg/100px-Vg_graphics.svg.png" decoding="async" width="100" height="100" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/5/5a/Vg_graphics.svg/150px-Vg_graphics.svg.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/5/5a/Vg_graphics.svg/200px-Vg_graphics.svg.png 2x" data-file-width="128" data-file-height="128" /></a></span></td></tr><tr><td class="sidebar-pretitle-with-top-image">Part of a series on</td></tr><tr><th class="sidebar-title-with-pretitle"><a href="/wiki/Video_game_graphics" title="Video game graphics">Video game graphics</a></th></tr><tr><td class="sidebar-content"> <div class="sidebar-list mw-collapsible mw-collapsed"><div class="sidebar-list-title" style="color: var(--color-base)">Types</div><div class="sidebar-list-content mw-collapsible-content" style="text-align:left;"> <ul><li><a href="/wiki/2.5D" title="2.5D">2.5D & 3/4 perspective</a></li> <li><a href="/wiki/First-person_(video_games)" title="First-person (video games)">First-person view</a></li> <li><a href="/wiki/Fixed_3D" class="mw-redirect" title="Fixed 3D">Fixed 3D</a></li> <li><a href="/wiki/Full_motion_video_based_game" class="mw-redirect" title="Full motion video based game">Full motion video based game</a></li> <li><a href="/wiki/Graphic_adventure_game" class="mw-redirect" title="Graphic adventure game">Graphic adventure game</a></li> <li><a href="/wiki/Isometric_video_game_graphics" title="Isometric video game graphics">Isometric video game graphics</a></li> <li><a href="/wiki/Side-scrolling_video_game" title="Side-scrolling video game">Side-scrolling video game</a></li> <li><a href="/wiki/Stereoscopic_video_game" title="Stereoscopic video game">Stereoscopic video game</a></li> <li><a href="/wiki/Text-based_game" title="Text-based game">Text-based game</a></li> <li><a href="/wiki/Third-person_view" class="mw-redirect" title="Third-person view">Third-person view</a></li> <li><a href="/wiki/Tile-based_video_game" title="Tile-based video game">Tile-based video game</a></li> <li><a href="/wiki/Top-down_perspective" class="mw-redirect" title="Top-down perspective">Top-down perspective</a></li> <li><a href="/wiki/Vector_game" class="mw-redirect" title="Vector game">Vector game</a></li></ul></div></div></td> </tr><tr><td class="sidebar-content"> <div class="sidebar-list mw-collapsible mw-collapsed"><div class="sidebar-list-title" style="color: var(--color-base)">Topics</div><div class="sidebar-list-content mw-collapsible-content" style="text-align:left;"> <ul><li><a href="/wiki/2D_computer_graphics" title="2D computer graphics">2D computer graphics</a> <ul><li><a href="/wiki/Parallax_scrolling" title="Parallax scrolling">Parallax scrolling</a></li> <li><a href="/wiki/Pixel_art" title="Pixel art">Pixel art</a></li> <li><a href="/wiki/Sprite_(computer_graphics)" title="Sprite (computer graphics)">Sprite</a></li></ul></li> <li><a href="/wiki/3D_computer_graphics" title="3D computer graphics">3D computer graphics</a> <ul><li><a href="/wiki/3D_rendering" title="3D rendering">3D rendering</a></li> <li><a href="/wiki/Polygon_(computer_graphics)" title="Polygon (computer graphics)">Polygon</a></li> <li><a href="/wiki/Pre-rendering" title="Pre-rendering">Pre-rendering</a></li> <li><a href="/wiki/Cel_shading" title="Cel shading">Cel shading</a></li> <li><a href="/wiki/Skybox_(video_games)" title="Skybox (video games)">Skybox</a></li></ul></li> <li><a href="/wiki/Animation" title="Animation">Animation</a> <ul><li><a href="/wiki/Digitization" title="Digitization">Digitization</a></li> <li><a href="/wiki/Rotoscoping" title="Rotoscoping">Rotoscoping</a></li></ul></li> <li><a href="/wiki/Computer_graphics" title="Computer graphics">Computer graphics</a> <ul><li><a href="/wiki/Real-time_computer_graphics" title="Real-time computer graphics">Real-time graphics</a></li></ul></li> <li><a href="/wiki/Game_art_design" title="Game art design">Game art design</a></li> <li><a href="/wiki/Game_engine" title="Game engine">Graphics engine</a> <ul><li><a class="mw-selflink selflink">First-person shooter engine</a></li> <li><a href="/wiki/Tile-based_video_game" title="Tile-based video game">Tile engine</a></li></ul></li> <li><a href="/wiki/Virtual_camera_system" title="Virtual camera system">Virtual camera system</a></li> <li><a href="/wiki/Voxel" title="Voxel">Voxel</a></li></ul></div></div></td> </tr><tr><td class="sidebar-content"> <div class="sidebar-list mw-collapsible mw-collapsed"><div class="sidebar-list-title" style="color: var(--color-base)">Lists</div><div class="sidebar-list-content mw-collapsible-content" style="text-align:left;"> <ul><li><a href="/wiki/List_of_four-dimensional_games" title="List of four-dimensional games">List of four-dimensional games</a></li> <li><a href="/wiki/List_of_interactive_movies" class="mw-redirect" title="List of interactive movies">List of FMV-based games</a></li> <li><a href="/wiki/List_of_first-person_shooter_engines" title="List of first-person shooter engines">List of FPS engines</a></li> <li><a href="/wiki/List_of_stereoscopic_video_games" title="List of stereoscopic video games">List of stereoscopic video games</a></li> <li><a href="/wiki/List_of_text-based_computer_games" title="List of text-based computer games">List of text-based computer games</a></li> <li><a href="/wiki/Category:Video_game_graphics" title="Category:Video game graphics">Category:Video game graphics</a></li></ul></div></div></td> </tr><tr><td class="sidebar-navbar"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1129693374"><style data-mw-deduplicate="TemplateStyles:r1239400231">.mw-parser-output .navbar{display:inline;font-size:88%;font-weight:normal}.mw-parser-output .navbar-collapse{float:left;text-align:left}.mw-parser-output .navbar-boxtext{word-spacing:0}.mw-parser-output .navbar ul{display:inline-block;white-space:nowrap;line-height:inherit}.mw-parser-output .navbar-brackets::before{margin-right:-0.125em;content:"[ "}.mw-parser-output .navbar-brackets::after{margin-left:-0.125em;content:" ]"}.mw-parser-output .navbar li{word-spacing:-0.125em}.mw-parser-output .navbar a>span,.mw-parser-output .navbar a>abbr{text-decoration:inherit}.mw-parser-output .navbar-mini abbr{font-variant:small-caps;border-bottom:none;text-decoration:none;cursor:inherit}.mw-parser-output .navbar-ct-full{font-size:114%;margin:0 7em}.mw-parser-output .navbar-ct-mini{font-size:114%;margin:0 4em}html.skin-theme-clientpref-night .mw-parser-output .navbar li a abbr{color:var(--color-base)!important}@media(prefers-color-scheme:dark){html.skin-theme-clientpref-os .mw-parser-output .navbar li a abbr{color:var(--color-base)!important}}@media print{.mw-parser-output .navbar{display:none!important}}</style><div class="navbar plainlinks hlist navbar-mini"><ul><li class="nv-view"><a href="/wiki/Template:Video_game_graphics" title="Template:Video game graphics"><abbr title="View this template">v</abbr></a></li><li class="nv-talk"><a href="/wiki/Template_talk:Video_game_graphics" title="Template talk:Video game graphics"><abbr title="Discuss this template">t</abbr></a></li><li class="nv-edit"><a href="/wiki/Special:EditPage/Template:Video_game_graphics" title="Special:EditPage/Template:Video game graphics"><abbr title="Edit this template">e</abbr></a></li></ul></div></td></tr></tbody></table> <div class="shortdescription nomobile noexcerpt noprint searchaux" style="display:none">Type of video game engine</div> <p>A <b>first-person shooter engine</b> is a <a href="/wiki/Game_engine" title="Game engine">video game engine</a> specialized for simulating <a href="/wiki/3D_graphics" class="mw-redirect" title="3D graphics">3D</a> environments for use in a <a href="/wiki/First-person_shooter" title="First-person shooter">first-person shooter</a> <a href="/wiki/Video_game" title="Video game">video game</a>. 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 <a href="/wiki/Non-player_character" title="Non-player character">non-player characters</a> or other players. </p><p>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. </p><p>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, <i><a href="/wiki/Jurassic_Park:_Trespasser" class="mw-redirect" title="Jurassic Park: Trespasser">Jurassic Park: Trespasser</a></i> (1998) introduced physics to the FPS genre, which did not become common until around 2002. <i><a href="/wiki/Red_Faction" title="Red Faction">Red Faction</a></i> (2001) featured a <a href="/wiki/Destructible_environment" title="Destructible environment">destructible environment</a>, something still not common in engines years later. </p> <meta property="mw:PageProp/toc" /> <div class="mw-heading mw-heading2"><h2 id="Timeline">Timeline</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=First-person_shooter_engine&action=edit&section=1" title="Edit section: Timeline"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <p><span typeof="mw:File"><a href="/wiki/File:FPSChart.svg" class="mw-file-description" title="A diagram showing the history of FPS engines."><img alt="A diagram showing the history of FPS engines." src="//upload.wikimedia.org/wikipedia/en/thumb/b/b8/FPSChart.svg/600px-FPSChart.svg.png" decoding="async" width="600" height="274" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/en/thumb/b/b8/FPSChart.svg/900px-FPSChart.svg.png 1.5x, //upload.wikimedia.org/wikipedia/en/thumb/b/b8/FPSChart.svg/1200px-FPSChart.svg.png 2x" data-file-width="2521" data-file-height="1150" /></a></span> </p> <div class="mw-heading mw-heading3"><h3 id="1970s_and_1980s:_Early_FPS_graphics_engines">1970s and 1980s: Early FPS graphics engines</h3><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=First-person_shooter_engine&action=edit&section=2" title="Edit section: 1970s and 1980s: Early FPS graphics engines"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <style data-mw-deduplicate="TemplateStyles:r1236090951">.mw-parser-output .hatnote{font-style:italic}.mw-parser-output div.hatnote{padding-left:1.6em;margin-bottom:0.5em}.mw-parser-output .hatnote i{font-style:normal}.mw-parser-output .hatnote+link+.hatnote{margin-top:-0.5em}@media print{body.ns-0 .mw-parser-output .hatnote{display:none!important}}</style><div role="note" class="hatnote navigation-not-searchable">See also: <a href="/wiki/List_of_first-person_shooter_engines#Early_FPS_graphics_engines" title="List of first-person shooter engines">List of first-person shooter engines § Early FPS graphics engines</a></div> <p>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 <a href="/wiki/Vector_graphics" title="Vector graphics">vector graphics</a>. </p><p>There are two possible claimants for the first FPS, <i><a href="/wiki/Maze_War" class="mw-redirect" title="Maze War">Maze War</a></i> and <i><a href="/wiki/Spasim" title="Spasim">Spasim</a></i>.<sup id="cite_ref-Rihal_1-0" class="reference"><a href="#cite_note-Rihal-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup> <i>Maze War</i> was developed in 1973 and involved a single player making his way through a maze of corridors rendered using a fixed perspective. <a href="/wiki/Multiplayer_video_game" title="Multiplayer video game">Multiplayer</a> capabilities, where players attempted to shoot each other, were added later and were networked in 1974. <i>Spasim</i> was originally developed in 1974 and involved players moving through a wire-frame 3D universe. <i>Spasim</i> could be played by up to 32 players on the <a href="/wiki/PLATO_(computer_system)" title="PLATO (computer system)">PLATO</a> network.<sup id="cite_ref-2" class="reference"><a href="#cite_note-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup> </p><p>Developed in-house by <a href="/wiki/Incentive_Software" title="Incentive Software">Incentive Software</a>, the <a href="/wiki/Freescape" title="Freescape">Freescape</a> 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 <a href="/wiki/Puzzle_video_game" title="Puzzle video game">puzzle game</a> <i><a href="/wiki/Driller_(video_game)" title="Driller (video game)">Driller</a></i> in 1987.<sup id="cite_ref-3" class="reference"><a href="#cite_note-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup> </p> <div class="mw-heading mw-heading3"><h3 id="Early_1990s:_Wireframes_to_2.5D_worlds_and_textures">Early 1990s: Wireframes to 2.5D worlds and textures</h3><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=First-person_shooter_engine&action=edit&section=3" title="Edit section: Early 1990s: Wireframes to 2.5D worlds and textures"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236090951"><div role="note" class="hatnote navigation-not-searchable">See also: <a href="/wiki/List_of_first-person_shooter_engines#Early_1990s:_Wireframes_to_2.5D_Worlds_and_Textures" title="List of first-person shooter engines">List of first-person shooter engines § Early 1990s: Wireframes to 2.5D Worlds and Textures</a></div> <p>Games of this generation often had "3D" in their names but were not capable of full 3D rendering. Instead, they used <a href="/wiki/Ray_casting" title="Ray casting">ray casting</a> <a href="/wiki/2.5D" title="2.5D">2.5D</a> techniques to create a seemingly 3D environment from a 2D map, and flat <a href="/wiki/Sprite_(computer_graphics)" title="Sprite (computer graphics)">sprites</a> to draw enemies instead of <a href="/wiki/3D_modeling" title="3D modeling">3D models</a>. These games also began to use <a href="/wiki/Texture_mapping" title="Texture mapping">textures</a> for environmental geometry instead of simple <a href="/wiki/Wire-frame_model" title="Wire-frame model">wire-frame models</a> or solid colors. </p><p><i><a href="/wiki/Hovertank_3D" class="mw-redirect" title="Hovertank 3D">Hovertank 3D</a></i>, from <a href="/wiki/Id_Software" title="Id Software">id Software</a>, was the first to use this technique in 1990, but was still not using <a href="/wiki/Texture_mapping" title="Texture mapping">textures</a>, a capability which was added shortly after on <i><a href="/wiki/Catacomb_3D" class="mw-redirect" title="Catacomb 3D">Catacomb 3D</a></i> (1991), then with the <a href="/wiki/Wolfenstein_3D_engine" class="mw-redirect" title="Wolfenstein 3D engine">Wolfenstein 3D engine</a> which was later used for several other games. <i>Catacomb 3D</i> was also the first game to show the player character's hand on-screen, furthering the implication of the player into the character's role.<sup id="cite_ref-Rihal_1-1" class="reference"><a href="#cite_note-Rihal-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup> </p><p><i><a href="/wiki/Wolfenstein_3D" title="Wolfenstein 3D">Wolfenstein 3D</a></i> engine was still very primitive. It did not apply textures to the floor and ceiling, and the <a href="/wiki/Ray_casting" title="Ray casting">ray casting</a> restricted walls to a fixed height, and <a href="/wiki/Level_(video_game)" class="mw-redirect" title="Level (video game)">levels</a> were all on the same plane. </p><p>Even though it was still not using true 3D, <a href="/wiki/Doom_engine" title="Doom engine">id Tech 1</a>, first used in <i><a href="/wiki/Doom_(1993_video_game)" title="Doom (1993 video game)">Doom</a></i> (1993) and again from <a href="/wiki/Id_Software" title="Id Software">id Software</a>, removed these limitations. It also first introduced the concept of <a href="/wiki/Binary_space_partitioning" title="Binary space partitioning">binary space partitioning</a> (BSP). Another breakthrough was the introduction of multiplayer abilities in the engine.<sup id="cite_ref-Rihal_1-2" class="reference"><a href="#cite_note-Rihal-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup> However, because it was still using 2.5D, it was impossible to look up and down properly in <i>Doom</i>, and all <i>Doom</i> levels were actually two-dimensional.<sup id="cite_ref-Rihal_1-3" class="reference"><a href="#cite_note-Rihal-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-Doom2Dunia_4-0" class="reference"><a href="#cite_note-Doom2Dunia-4"><span class="cite-bracket">[</span>4<span class="cite-bracket">]</span></a></sup> Due to the lack of a z-axis, the engine did not allow for <a href="/wiki/Room-over-room" class="mw-redirect" title="Room-over-room">room-over-room</a> support. </p><p><i>Doom'</i>s success spawned several games using the same engine or similar techniques, giving rise to the term <i>Doom</i> clones. The <a href="/wiki/Build_engine" class="mw-redirect" title="Build engine">Build engine</a>, used in <i><a href="/wiki/Duke_Nukem_3D" title="Duke Nukem 3D">Duke Nukem 3D</a></i> (1996), later removed some of the limitations of id Tech 1, such as the Build engine being able to have support for <a href="/wiki/Room-over-room" class="mw-redirect" title="Room-over-room">room-over-room</a> by stacking sectors on top of sectors, but the techniques used remained the same. </p> <div class="mw-heading mw-heading3"><h3 id="Mid_1990s:_3D_models,_beginnings_of_hardware_acceleration"><span id="Mid_1990s:_3D_models.2C_beginnings_of_hardware_acceleration"></span>Mid 1990s: 3D models, beginnings of hardware acceleration</h3><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=First-person_shooter_engine&action=edit&section=4" title="Edit section: Mid 1990s: 3D models, beginnings of hardware acceleration"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236090951"><div role="note" class="hatnote navigation-not-searchable">See also: <a href="/wiki/List_of_first-person_shooter_engines#Mid-1990s:_Mid-1990s:_3D_Models,_beginnings_of_hardware_acceleration" title="List of first-person shooter engines">List of first-person shooter engines § Mid-1990s: Mid-1990s: 3D Models, beginnings of hardware acceleration</a></div> <p>In the mid-1990s, game engines recreated true <a href="/wiki/3-D_computer_graphics" class="mw-redirect" title="3-D computer graphics">3D</a> worlds with arbitrary level geometry. Instead of sprites the engines used simply <a href="/wiki/Texture_mapping" title="Texture mapping">textured</a> (single-pass texturing, no lighting details) <a href="/wiki/Polygon" title="Polygon">polygonal</a> objects. </p><p><a href="/wiki/FromSoftware" title="FromSoftware">FromSoftware</a> released <i><a href="/wiki/King%27s_Field" title="King's Field">King's Field</a></i>, a full polygon free roaming first-person real-time action title for the <a href="/wiki/Sony" title="Sony">Sony</a> <a href="/wiki/PlayStation" title="PlayStation">PlayStation</a> in December 1994. <a href="/wiki/Sega" title="Sega">Sega</a>'s <a href="/wiki/Sega_32X" class="mw-redirect" title="Sega 32X">32X</a> release <i><a href="/wiki/Metal_Head" title="Metal Head">Metal Head</a></i> was a first-person shooter <a href="/wiki/Mecha_simulation_game" class="mw-redirect" title="Mecha simulation game">mecha simulation game</a> that used fully <a href="/wiki/Texture_mapping" title="Texture mapping">texture-mapped</a>, <a href="/wiki/3D_computer_graphics" title="3D computer graphics">3D polygonal graphics</a>.<sup id="cite_ref-5" class="reference"><a href="#cite_note-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup> A year prior, Exact released the <a href="/wiki/Sharp_X68000" class="mw-redirect" title="Sharp X68000">Sharp X68000</a> computer game <i>Geograph Seal</i>, a fully 3D polygonal first-person shooter that employed <a href="/wiki/Platform_game" class="mw-redirect" title="Platform game">platform game</a> mechanics and had most of the action take place in <a href="/wiki/Open_world" title="Open world">free-roaming</a> outdoor environments rather than the corridor labyrinths of <i>Wolfenstein 3D</i>. The following year, Exact released its successor for the PlayStation console, <i><a href="/wiki/Jumping_Flash!" title="Jumping Flash!">Jumping Flash!</a></i>, which used the same game engine but adapted it to place more emphasis on the platforming rather than the shooting. The <i>Jumping Flash!</i> series continued to use the same engine.<sup id="cite_ref-6" class="reference"><a href="#cite_note-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-7" class="reference"><a href="#cite_note-7"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup> </p><p><i><a href="/wiki/Dark_Forces" class="mw-redirect" title="Dark Forces">Dark Forces</a></i>, released in 1995 by <a href="/wiki/LucasArts" class="mw-redirect" title="LucasArts">LucasArts</a>, has been regarded as one of the first "true 3-D" first-person shooter games. Its engine, the <a href="/wiki/Jedi_(engine)" class="mw-redirect" title="Jedi (engine)">Jedi Engine</a>, 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 <i>Dark Forces</i> 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 <a href="/wiki/Parallax_Software" class="mw-redirect" title="Parallax Software">Parallax Software</a>'s 1994 shooter <i><a href="/wiki/Descent_(video_game)" title="Descent (video game)">Descent</a></i>.<sup class="noprint Inline-Template Template-Fact" style="white-space:nowrap;">[<i><a href="/wiki/Wikipedia:Citation_needed" title="Wikipedia:Citation needed"><span title="This claim needs references to reliable sources. (May 2016)">citation needed</span></a></i>]</sup> </p><p>The <a href="/wiki/Quake_engine" title="Quake engine">Quake engine</a> (<i><a href="/wiki/Quake_(video_game)" title="Quake (video game)">Quake</a></i>, 1996) used fewer animated sprites and used true 3D geometry and lighting, using elaborate techniques such as <a href="/wiki/Z-buffering" title="Z-buffering">z-buffering</a> to speed up the rendering. Levels in <i>Quake</i> and some subsequent engines are made with geometry objects called <a href="/wiki/Brush_(video_games)" title="Brush (video games)">brushes</a>, which allow for map construction in three dimensions, rather than 2D maps projected in 3D, as <i>Doom</i> had done. <i>Quake</i> 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 <a href="/wiki/Level_(video_game)" class="mw-redirect" title="Level (video game)">Map</a>) was simplified during the creation of the map to reduce the processing required when playing the game. </p><p>Static <a href="/wiki/Lightmap" title="Lightmap">lightmaps</a> and 3D light sources were also "baked" at render time and added to the <a href="/wiki/Binary_space_partitioning" title="Binary space partitioning">BSP</a> files storing the levels. These features allowing for more realistic lighting than had previously been possible. </p><p>The first <a href="/wiki/Graphics_processing_unit" title="Graphics processing unit">Graphics processing units</a><sup id="cite_ref-8" class="reference"><a href="#cite_note-8"><span class="cite-bracket">[</span>8<span class="cite-bracket">]</span></a></sup> appeared in the late 1990s, but many games still supported software rendering at that time. <a href="/wiki/Id_Tech_2" class="mw-redirect" title="Id Tech 2">id Tech 2</a> (<i><a href="/wiki/Quake_II" title="Quake II">Quake II</a></i>, 1997) was one of the first games to take advantage of hardware accelerated graphics<sup id="cite_ref-9" class="reference"><a href="#cite_note-9"><span class="cite-bracket">[</span>9<span class="cite-bracket">]</span></a></sup> (<a href="/wiki/Id_Software" title="Id Software">id Software</a> later reworked <i>Quake</i> to add <a href="/wiki/OpenGL" title="OpenGL">OpenGL</a> support to the game). </p><p><a href="/wiki/GoldSrc" title="GoldSrc">GoldSrc</a>, the engine derived from the <a href="/wiki/Quake_engine" title="Quake engine">Quake engine</a> by <a href="/wiki/Valve_Corporation" title="Valve Corporation">Valve</a> for <i><a href="/wiki/Half-Life_(video_game)" title="Half-Life (video game)">Half-Life</a></i> (1998), added <a href="/wiki/Direct3D" title="Direct3D">Direct3D</a> support, and a <a href="/wiki/Skeletal_animation" title="Skeletal animation">skeletal</a> framework to better render the <a href="/wiki/Non-player_character" title="Non-player character">NPCs</a>,<sup id="cite_ref-hl2GameSpot_10-0" class="reference"><a href="#cite_note-hl2GameSpot-10"><span class="cite-bracket">[</span>10<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-Doom2Dunia3_11-0" class="reference"><a href="#cite_note-Doom2Dunia3-11"><span class="cite-bracket">[</span>11<span class="cite-bracket">]</span></a></sup> and also greatly improved the <a href="/wiki/Game_artificial_intelligence" class="mw-redirect" title="Game artificial intelligence">NPCs artificial intelligence</a> (AI) compared to the Quake engine.<sup id="cite_ref-hl2GameSpot_10-1" class="reference"><a href="#cite_note-hl2GameSpot-10"><span class="cite-bracket">[</span>10<span class="cite-bracket">]</span></a></sup> </p> <div class="mw-heading mw-heading3"><h3 id="Late_1990s:_Full_32-bit_color,_and_GPUs_become_standard"><span id="Late_1990s:_Full_32-bit_color.2C_and_GPUs_become_standard"></span>Late 1990s: Full 32-bit color, and GPUs become standard</h3><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=First-person_shooter_engine&action=edit&section=5" title="Edit section: Late 1990s: Full 32-bit color, and GPUs become standard"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236090951"><div role="note" class="hatnote navigation-not-searchable">See also: <a href="/wiki/List_of_first-person_shooter_engines#Late-1990s:_32-bit_color,_GPUs_becomes_standard" title="List of first-person shooter engines">List of first-person shooter engines § Late-1990s: 32-bit color, GPUs becomes standard</a></div> <p>This period saw the introduction of the first video cards with <a href="/wiki/Transform,_clipping,_and_lighting" title="Transform, clipping, and lighting">Transform, clipping, and lighting (T&L)</a>. The first card with this innovative technology was the <a href="/wiki/GeForce_256" title="GeForce 256">GeForce 256</a>. This card was superior to what 3dfx had to offer at the time, namely <a href="/wiki/Voodoo3" title="Voodoo3">Voodoo3</a>, which only fell short because the lack of T&L. Companies such as <a href="/wiki/Matrox" title="Matrox">Matrox</a> with their <a href="/wiki/Matrox_G400" title="Matrox G400">G400</a>, and <a href="/wiki/S3_Graphics" title="S3 Graphics">S3</a> with their <a href="/wiki/S3_Savage" title="S3 Savage">Savage4</a> were forced to withdraw from the 3D gaming market during this time period. One year later, <a href="/wiki/ATI_Technologies" title="ATI Technologies">ATI</a> released their <a href="/wiki/Radeon_R100" class="mw-redirect" title="Radeon R100">Radeon 7200</a>, a true competing graphics card line. </p><p>While all games of this period supported <a href="/wiki/16-bit_color" class="mw-redirect" title="16-bit color">16-bit color</a>, many were adopting <a href="/wiki/Color_depth#12-bit_color" title="Color depth">32-bit color</a> (really 24-bit color with an 8-bit alpha channel) as well. Soon, many benchmark sites began touting 32-bit as a standard. The <a href="/wiki/Unreal_Engine" title="Unreal Engine">Unreal Engine</a>, used in a large number of FPS games since its release, was an important milestone at the time.<sup id="cite_ref-12" class="reference"><a href="#cite_note-12"><span class="cite-bracket">[</span>12<span class="cite-bracket">]</span></a></sup> It used the <a href="/wiki/Glide_API" class="mw-redirect" title="Glide API">Glide API</a>, specifically developed for <a href="/wiki/3dfx_Interactive" class="mw-redirect" title="3dfx Interactive">3dfx</a> GPUs,<sup id="cite_ref-Doom2Dunia3_11-1" class="reference"><a href="#cite_note-Doom2Dunia3-11"><span class="cite-bracket">[</span>11<span class="cite-bracket">]</span></a></sup> instead of <a href="/wiki/OpenGL" title="OpenGL">OpenGL</a>. Probably the biggest reason for its popularity was that the engine architecture and the inclusion of a <a href="/wiki/UnrealScript" class="mw-redirect" title="UnrealScript">scripting language</a> made it easy to <a href="/wiki/Modding" title="Modding">mod</a> it.<sup id="cite_ref-13" class="reference"><a href="#cite_note-13"><span class="cite-bracket">[</span>13<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-informitUnreal_14-0" class="reference"><a href="#cite_note-informitUnreal-14"><span class="cite-bracket">[</span>14<span class="cite-bracket">]</span></a></sup> One other improvement of Unreal compared to the previous generation of engines was its <a href="/wiki/Computer_network" title="Computer network">networking technology</a>, which greatly improved the scalability of the engine on <a href="/wiki/Multiplayer_video_game" title="Multiplayer video game">multiplayer</a>.<sup id="cite_ref-15" class="reference"><a href="#cite_note-15"><span class="cite-bracket">[</span>15<span class="cite-bracket">]</span></a></sup> </p><p><a href="/wiki/Id_Tech_3" title="Id Tech 3">id Tech 3</a>, first used for <i><a href="/wiki/Quake_III_Arena" title="Quake III Arena">Quake III Arena</a></i>, improved from its predecessor by allowing to store much more complex and smoother animations. It also had improved lighting and <a href="/wiki/Shadow_volume" title="Shadow volume">shadowing</a> and introduced <a href="/wiki/Shader" title="Shader">shaders</a> and curved surfaces.<sup id="cite_ref-Doom2Dunia4_16-0" class="reference"><a href="#cite_note-Doom2Dunia4-16"><span class="cite-bracket">[</span>16<span class="cite-bracket">]</span></a></sup> </p> <div class="mw-heading mw-heading3"><h3 id="Early_2000s:_Increasing_detail,_outdoor_environments,_and_rag-doll_physics"><span id="Early_2000s:_Increasing_detail.2C_outdoor_environments.2C_and_rag-doll_physics"></span>Early 2000s: Increasing detail, outdoor environments, and rag-doll physics</h3><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=First-person_shooter_engine&action=edit&section=6" title="Edit section: Early 2000s: Increasing detail, outdoor environments, and rag-doll physics"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236090951"><div role="note" class="hatnote navigation-not-searchable">See also: <a href="/wiki/List_of_first-person_shooter_engines#Early_2000s:_increasing_detail,_outdoor_environments,_rag-doll_physics" title="List of first-person shooter engines">List of first-person shooter engines § Early 2000s: increasing detail, outdoor environments, rag-doll physics</a></div> <p>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 <a href="/wiki/Rag-doll_physics" class="mw-redirect" title="Rag-doll physics">rag-doll physics</a>. </p><p>Average Video Hardware requirements: a GPU with hardware <a href="/wiki/T%26L" class="mw-redirect" title="T&L">T&L</a> such as the DirectX 7.0 <a href="/wiki/GeForce_2" class="mw-redirect" title="GeForce 2">GeForce 2</a> or <a href="/wiki/Radeon_R100" class="mw-redirect" title="Radeon R100">Radeon 7200</a> was typically required. The next-generation <a href="/wiki/GeForce_3" class="mw-redirect" title="GeForce 3">GeForce 3</a> or <a href="/wiki/Radeon_8500" class="mw-redirect" title="Radeon 8500">Radeon 8500</a> 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 <a href="/wiki/RIVA_TNT2" title="RIVA TNT2">RIVA TNT2</a> and <a href="/wiki/Rage_128" class="mw-redirect" title="Rage 128">Rage 128</a>, and software rendering (with an integrated <a href="/wiki/Intel_GMA" title="Intel GMA">Intel GMA</a>), though this was apparent that even a powerful CPU could not compensate for the lack of hardware T&L. </p><p>Games engines originally developed for the <a href="/wiki/Personal_computer" title="Personal computer">PC</a> platform, like the <a href="/wiki/Unreal_Engine_2" title="Unreal Engine 2">Unreal Engine 2</a>, started to be adapted for <a href="/wiki/History_of_video_game_consoles_(sixth_generation)" class="mw-redirect" title="History of video game consoles (sixth generation)">sixth generation consoles</a> like <a href="/wiki/PlayStation_2" title="PlayStation 2">PlayStation 2</a> or <a href="/wiki/GameCube" title="GameCube">GameCube</a>, those now having the computer power to handle graphic-intensive video games. </p> <div class="mw-heading mw-heading3"><h3 id="Mid_2000s:_Lighting_and_pixel_shaders,_physics"><span id="Mid_2000s:_Lighting_and_pixel_shaders.2C_physics"></span>Mid 2000s: Lighting and pixel shaders, physics</h3><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=First-person_shooter_engine&action=edit&section=7" title="Edit section: Mid 2000s: Lighting and pixel shaders, physics"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236090951"><div role="note" class="hatnote navigation-not-searchable">See also: <a href="/wiki/List_of_first-person_shooter_engines#Mid_2000s:_lighting_and_pixel_shaders,_physics" title="List of first-person shooter engines">List of first-person shooter engines § Mid 2000s: lighting and pixel shaders, physics</a></div> <p>The new generation of graphics chips allowed <a href="/wiki/Vertex_and_pixel_shaders" class="mw-redirect" title="Vertex and pixel shaders">pixel shader</a>-based textures, <a href="/wiki/Bump_mapping" title="Bump mapping">bump mapping</a>, and lighting and shadowing technologies to become common. Shader technologies included <a href="/wiki/HLSL" class="mw-redirect" title="HLSL">HLSL</a> (for <a href="/wiki/DirectX" title="DirectX">DirectX</a>), <a href="/wiki/GLSL" class="mw-redirect" title="GLSL">GLSL</a> (for <a href="/wiki/OpenGL" title="OpenGL">OpenGL</a>), or <a href="/wiki/Cg_(programming_language)" title="Cg (programming language)">Cg</a>. </p><p>This resulted in the obsolescence of <a href="/wiki/DirectX#Version_history" title="DirectX">DirectX 7.0</a> graphics chips such as the widespread <a href="/wiki/GeForce_2" class="mw-redirect" title="GeForce 2">GeForce 2</a> and <a href="/wiki/Radeon_R100" class="mw-redirect" title="Radeon R100">Radeon 7200</a>, as well as DirectX 6.0 chipsets such as <a href="/wiki/RIVA_TNT2" title="RIVA TNT2">RIVA TNT2</a> and <a href="/wiki/Rage_128" class="mw-redirect" title="Rage 128">Rage 128</a>, and integrated <a href="/wiki/Motherboard" title="Motherboard">on-board</a> <a href="/wiki/Intel_GMA" title="Intel GMA">graphics accelerators</a>. 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 <a href="/wiki/GeForce_3" class="mw-redirect" title="GeForce 3">GeForce 3</a> or <a href="/wiki/Radeon_8500" class="mw-redirect" title="Radeon 8500">Radeon 8500</a>, strongly recommended was the GeForce FX, <a href="/wiki/Radeon_9700" class="mw-redirect" title="Radeon 9700">Radeon 9700</a> (or other cards with <a href="/wiki/High_Level_Shader_Language#Pixel_shader_comparison" class="mw-redirect" title="High Level Shader Language">Pixel shader 2.x</a> support). The Radeon 9700 demonstrated that <a href="/wiki/Spatial_anti-aliasing" title="Spatial anti-aliasing">anti-aliasing</a> (AA) and/or <a href="/wiki/Anisotropic_filtering" title="Anisotropic filtering">anisotropic filtering</a> (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. </p><p>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 <a href="/wiki/Graphics_processing_unit" title="Graphics processing unit">GPU</a> performed some of the tasks that were already done by the <a href="/wiki/Central_processing_unit" title="Central processing unit">CPU</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 <a href="/wiki/Havok_(software)" title="Havok (software)">Havok</a> physics engine in most video games.<sup id="cite_ref-17" class="reference"><a href="#cite_note-17"><span class="cite-bracket">[</span>17<span class="cite-bracket">]</span></a></sup> Physics had been already added in a video game in 1998 with <i><a href="/wiki/Jurassic_Park:_Trespasser" class="mw-redirect" title="Jurassic Park: Trespasser">Jurassic Park: Trespasser</a></i>, but limited hardware capabilities at the time, and the absence of a <a href="/wiki/Middleware" title="Middleware">middleware</a> like Havok to handle physics had made it a technical and commercial failure.<sup id="cite_ref-18" class="reference"><a href="#cite_note-18"><span class="cite-bracket">[</span>18<span class="cite-bracket">]</span></a></sup> </p><p><a href="/wiki/Id_Tech_4" title="Id Tech 4">id Tech 4</a>, first used for <i><a href="/wiki/Doom_3" title="Doom 3">Doom 3</a></i> (2004), used an entirely dynamic <a href="/wiki/Per-pixel_lighting" title="Per-pixel lighting">per-pixel lighting</a>, whereas previously, 3D engines had relied primarily on pre-calculated per-vertex lighting or <a href="/wiki/Lightmap" title="Lightmap">lightmaps</a> and <a href="/wiki/Gouraud_shading" title="Gouraud shading">Gouraud shading</a>. The <a href="/wiki/Shadow_volume" title="Shadow volume">Shadow volume</a> approach used in <i>Doom 3</i> permitted more realistic lighting and shadows,<sup id="cite_ref-19" class="reference"><a href="#cite_note-19"><span class="cite-bracket">[</span>19<span class="cite-bracket">]</span></a></sup> but this came at a price as it could not render soft shadows, and the engine was primarily good indoors. This was later rectified to work with vast outdoor spaces, with the introduction of <a href="/wiki/MegaTexture" class="mw-redirect" title="MegaTexture">MegaTexture</a> technology in the <a href="/wiki/Id_Tech_4" title="Id Tech 4">id Tech 4</a> engine. </p><p>The same year, <a href="/wiki/Valve_Corporation" title="Valve Corporation">Valve</a> released <i><a href="/wiki/Half-Life_2" title="Half-Life 2">Half-Life 2</a></i>, powered by their new <a href="/wiki/Source_(game_engine)" title="Source (game engine)">Source</a> engine. This new engine was notable in that, among other things, it had very realistic facial animations for <a href="/wiki/Non-player_character" title="Non-player character">NPCs</a>, including what was described as an impressive <a href="/wiki/Lip-syncing#First-person_shooters" class="mw-redirect" title="Lip-syncing">lip-syncing</a> technology.<sup id="cite_ref-20" class="reference"><a href="#cite_note-20"><span class="cite-bracket">[</span>20<span class="cite-bracket">]</span></a></sup> </p> <div class="mw-heading mw-heading3"><h3 id="Late_2000s:_The_approach_to_Photorealism">Late 2000s: The approach to Photorealism</h3><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=First-person_shooter_engine&action=edit&section=8" title="Edit section: Late 2000s: The approach to Photorealism"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236090951"><div role="note" class="hatnote navigation-not-searchable">See also: <a href="/wiki/List_of_first-person_shooter_engines#Late_2000s_and_beyond:_the_approach_to_photorealism" title="List of first-person shooter engines">List of first-person shooter engines § Late 2000s and beyond: the approach to photorealism</a></div> <p>Further improvements in <a href="/wiki/Graphics_processing_unit" title="Graphics processing unit">GPUs</a> like <a href="/wiki/Shader" title="Shader">Shader Model 3</a> and <a href="/wiki/Unified_shader_model" title="Unified shader model">Shader Model 4</a>, made possible by new graphic chipsets as <a href="/wiki/GeForce_7_series" title="GeForce 7 series">GeForce 7</a> or <a href="/wiki/Radeon_R520" class="mw-redirect" title="Radeon R520">Radeon X1xxx</a> series, allowed for improvements in graphic effects. </p><p>Developers of this era of 3D engines often tout their increasingly <a href="/wiki/Photorealistic" class="mw-redirect" title="Photorealistic">photorealistic</a> quality. Around the same time, <a rel="nofollow" class="external text" href="https://esportsgenius.gg">esports</a> were beginning to gain attention. These engines include realistic <a href="/wiki/Shader" title="Shader">shader</a>-based materials with predefined physics, environments with procedural and <a href="/wiki/Vertex_shader" class="mw-redirect" title="Vertex shader">vertex shader</a>-based objects (<a href="/wiki/Vegetation" title="Vegetation">vegetation</a>, debris, human-made objects such as books or tools), <a href="/wiki/Procedural_animation" title="Procedural animation">procedural animation</a>, cinematographic effects (<a href="/wiki/Depth_of_field" title="Depth of field">depth of field</a>, <a href="/wiki/Motion_blur" title="Motion blur">motion blur</a>, etc.), <a href="/wiki/High-dynamic-range_rendering" title="High-dynamic-range rendering">high-dynamic-range rendering</a>, and unified lighting models with soft shadowing and <a href="/wiki/Volumetric_lighting" title="Volumetric lighting">volumetric lighting</a>. </p><p>However, most of engines capable of these effects are evolutions of engines from the previous generation, such as <a href="/wiki/Unreal_Engine_3" title="Unreal Engine 3">Unreal Engine 3</a>, the <a href="/wiki/Dunia_Engine" class="mw-redirect" title="Dunia Engine">Dunia Engine</a> and <a href="/wiki/CryEngine_2" class="mw-redirect" title="CryEngine 2">CryEngine 2</a>, <a href="/wiki/Id_Tech_5" title="Id Tech 5">id Tech 5</a> (which was used with <i><a href="/wiki/Rage_(video_game)" title="Rage (video game)">Rage</a></i> and makes use of the new <a href="/wiki/MegaTexture" class="mw-redirect" title="MegaTexture">Virtual Texturing</a> technology<sup id="cite_ref-21" class="reference"><a href="#cite_note-21"><span class="cite-bracket">[</span>21<span class="cite-bracket">]</span></a></sup>). </p><p>The first games using <a href="/wiki/Unreal_Engine_3" title="Unreal Engine 3">Unreal Engine 3</a> were released in November 2006, and the first game to use <a href="/wiki/CryEngine_2" class="mw-redirect" title="CryEngine 2">CryEngine 2</a> (<i><a href="/wiki/Crysis" title="Crysis">Crysis</a></i>) was released in 2007. </p> <div class="mw-heading mw-heading3"><h3 id="Early_2010s:_Graphic_technique_mixes">Early 2010s: Graphic technique mixes</h3><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=First-person_shooter_engine&action=edit&section=9" title="Edit section: Early 2010s: Graphic technique mixes"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <p>Further improvements in <a href="/wiki/Graphics_processing_unit" title="Graphics processing unit">GPUs</a> like <a href="/wiki/Shader" title="Shader">Shader Model 5</a>, made possible by new graphic chipsets as <a href="/wiki/GeForce_400_series" title="GeForce 400 series">GeForce 400 series</a> or <a href="/wiki/Radeon_HD_5000_series" title="Radeon HD 5000 series">Radeon HD 5000 series</a> and later, allowed for improvements in graphic effects. such as Dynamic <a href="/wiki/Displacement_Mapping" class="mw-redirect" title="Displacement Mapping">Displacement Mapping</a> and <a href="/wiki/Tessellation_(computer_graphics)" title="Tessellation (computer graphics)">Tessellation</a>. </p><p>As of 2010, two upcoming evolutions of major existing engines had been released: <a href="/wiki/Unreal_Engine_3" title="Unreal Engine 3">Unreal Engine 3</a> in <a href="/wiki/DirectX_11" class="mw-redirect" title="DirectX 11">DirectX 11</a> which powered Samaritan Demo<sup id="cite_ref-22" class="reference"><a href="#cite_note-22"><span class="cite-bracket">[</span>22<span class="cite-bracket">]</span></a></sup> (which is used with <i><a href="/wiki/Batman:_Arkham_City" title="Batman: Arkham City">Batman: Arkham City</a></i>, <i><a href="/wiki/Batman:_Arkham_Knight" title="Batman: Arkham Knight">Batman: Arkham Knight</a></i> and more DX11 based UE3 games) and <a href="/wiki/CryEngine_3" class="mw-redirect" title="CryEngine 3">CryEngine 3</a>, which powers <i><a href="/wiki/Crysis_2" title="Crysis 2">Crysis 2</a></i> and <i><a href="/wiki/Crysis_3" title="Crysis 3">3</a></i>. </p><p>Few companies had discussed future plans for their engines; <a href="/wiki/Id_Tech_6" title="Id Tech 6">id Tech 6</a>, 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 <a href="/wiki/Id_Software" title="Id Software">id Software</a> was looking toward a direction where <a href="/wiki/Ray_tracing_(graphics)" title="Ray tracing (graphics)">ray tracing</a> and classic <a href="/wiki/Raster_graphics" title="Raster graphics">raster graphics</a> would be mixed.<sup id="cite_ref-pcper_23-0" class="reference"><a href="#cite_note-pcper-23"><span class="cite-bracket">[</span>23<span class="cite-bracket">]</span></a></sup> However, according to <a href="/wiki/John_D._Carmack" class="mw-redirect" title="John D. Carmack">John Carmack</a>, the hardware capable of id Tech 6 did not yet exist.<sup id="cite_ref-carmack_24-0" class="reference"><a href="#cite_note-carmack-24"><span class="cite-bracket">[</span>24<span class="cite-bracket">]</span></a></sup> The first title using the engine, <i><a href="/wiki/Doom_(2016_video_game)" title="Doom (2016 video game)">Doom</a></i>, was released in mid 2016. </p><p>In September 2015, <a href="/wiki/Valve_Corporation" title="Valve Corporation">Valve</a> released <a href="/wiki/Source_2" title="Source 2">Source 2</a> in an update to <i><a href="/wiki/Dota_2" title="Dota 2">Dota 2</a></i>.<sup id="cite_ref-25" class="reference"><a href="#cite_note-25"><span class="cite-bracket">[</span>25<span class="cite-bracket">]</span></a></sup> </p> <div class="mw-heading mw-heading2"><h2 id="See_also">See also</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=First-person_shooter_engine&action=edit&section=10" title="Edit section: See also"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <ul><li><a href="/wiki/Game_engine" title="Game engine">Game engine</a></li> <li><a href="/wiki/List_of_game_engines" title="List of game engines">List of game engines</a></li> <li><a href="/wiki/List_of_first-person_shooter_engines" title="List of first-person shooter engines">List of first-person shooter engines</a></li></ul> <div class="mw-heading mw-heading2"><h2 id="References">References</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=First-person_shooter_engine&action=edit&section=11" title="Edit section: References"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <style data-mw-deduplicate="TemplateStyles:r1239543626">.mw-parser-output .reflist{margin-bottom:0.5em;list-style-type:decimal}@media screen{.mw-parser-output .reflist{font-size:90%}}.mw-parser-output .reflist .references{font-size:100%;margin-bottom:0;list-style-type:inherit}.mw-parser-output .reflist-columns-2{column-width:30em}.mw-parser-output .reflist-columns-3{column-width:25em}.mw-parser-output .reflist-columns{margin-top:0.3em}.mw-parser-output .reflist-columns ol{margin-top:0}.mw-parser-output .reflist-columns li{page-break-inside:avoid;break-inside:avoid-column}.mw-parser-output .reflist-upper-alpha{list-style-type:upper-alpha}.mw-parser-output .reflist-upper-roman{list-style-type:upper-roman}.mw-parser-output .reflist-lower-alpha{list-style-type:lower-alpha}.mw-parser-output .reflist-lower-greek{list-style-type:lower-greek}.mw-parser-output .reflist-lower-roman{list-style-type:lower-roman}</style><div class="reflist reflist-columns references-column-width reflist-columns-2"> <ol class="references"> <li id="cite_note-Rihal-1"><span class="mw-cite-backlink">^ <a href="#cite_ref-Rihal_1-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-Rihal_1-1"><sup><i><b>b</b></i></sup></a> <a href="#cite_ref-Rihal_1-2"><sup><i><b>c</b></i></sup></a> <a href="#cite_ref-Rihal_1-3"><sup><i><b>d</b></i></sup></a></span> <span class="reference-text"><style data-mw-deduplicate="TemplateStyles:r1238218222">.mw-parser-output cite.citation{font-style:inherit;word-wrap:break-word}.mw-parser-output .citation q{quotes:"\"""\"""'""'"}.mw-parser-output .citation:target{background-color:rgba(0,127,255,0.133)}.mw-parser-output .id-lock-free.id-lock-free a{background:url("//upload.wikimedia.org/wikipedia/commons/6/65/Lock-green.svg")right 0.1em center/9px no-repeat}.mw-parser-output .id-lock-limited.id-lock-limited a,.mw-parser-output .id-lock-registration.id-lock-registration a{background:url("//upload.wikimedia.org/wikipedia/commons/d/d6/Lock-gray-alt-2.svg")right 0.1em center/9px no-repeat}.mw-parser-output .id-lock-subscription.id-lock-subscription a{background:url("//upload.wikimedia.org/wikipedia/commons/a/aa/Lock-red-alt-2.svg")right 0.1em center/9px no-repeat}.mw-parser-output .cs1-ws-icon a{background:url("//upload.wikimedia.org/wikipedia/commons/4/4c/Wikisource-logo.svg")right 0.1em center/12px no-repeat}body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-free a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-limited a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-registration a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-subscription a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .cs1-ws-icon a{background-size:contain;padding:0 1em 0 0}.mw-parser-output .cs1-code{color:inherit;background:inherit;border:none;padding:inherit}.mw-parser-output .cs1-hidden-error{display:none;color:var(--color-error,#d33)}.mw-parser-output .cs1-visible-error{color:var(--color-error,#d33)}.mw-parser-output .cs1-maint{display:none;color:#085;margin-left:0.3em}.mw-parser-output .cs1-kern-left{padding-left:0.2em}.mw-parser-output .cs1-kern-right{padding-right:0.2em}.mw-parser-output .citation .mw-selflink{font-weight:inherit}@media screen{.mw-parser-output .cs1-format{font-size:95%}html.skin-theme-clientpref-night .mw-parser-output .cs1-maint{color:#18911f}}@media screen and (prefers-color-scheme:dark){html.skin-theme-clientpref-os .mw-parser-output .cs1-maint{color:#18911f}}</style><cite id="CITEREFDharamjit_Rihal" class="citation web cs1">Dharamjit Rihal. <a rel="nofollow" class="external text" href="https://www.msu.edu/~rihaldha/projects/researchpaper.pdf">"The History of First-Person Shooters"</a> <span class="cs1-format">(PDF)</span><span class="reference-accessdate">. Retrieved <span class="nowrap">2009-07-04</span></span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=unknown&rft.btitle=The+History+of+First-Person+Shooters&rft.au=Dharamjit+Rihal&rft_id=https%3A%2F%2Fwww.msu.edu%2F~rihaldha%2Fprojects%2Fresearchpaper.pdf&rfr_id=info%3Asid%2Fen.wikipedia.org%3AFirst-person+shooter+engine" class="Z3988"></span></span> </li> <li id="cite_note-2"><span class="mw-cite-backlink"><b><a href="#cite_ref-2">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="http://www.gnomeslair.com/2006/12/history-of-fps-pictorial.html">"The history of the FPS. A pictorial"</a>. 2007-04-11<span class="reference-accessdate">. Retrieved <span class="nowrap">2009-07-04</span></span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=unknown&rft.btitle=The+history+of+the+FPS.+A+pictorial&rft.date=2007-04-11&rft_id=http%3A%2F%2Fwww.gnomeslair.com%2F2006%2F12%2Fhistory-of-fps-pictorial.html&rfr_id=info%3Asid%2Fen.wikipedia.org%3AFirst-person+shooter+engine" class="Z3988"></span></span> </li> <li id="cite_note-3"><span class="mw-cite-backlink"><b><a href="#cite_ref-3">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="http://uk.retro.ign.com/articles/922/922505p1.html">"Exploring the Freescape"</a>. IGN. 2008-10-22<span class="reference-accessdate">. Retrieved <span class="nowrap">2009-07-04</span></span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=unknown&rft.btitle=Exploring+the+Freescape&rft.pub=IGN&rft.date=2008-10-22&rft_id=http%3A%2F%2Fuk.retro.ign.com%2Farticles%2F922%2F922505p1.html&rfr_id=info%3Asid%2Fen.wikipedia.org%3AFirst-person+shooter+engine" class="Z3988"></span></span> </li> <li id="cite_note-Doom2Dunia-4"><span class="mw-cite-backlink"><b><a href="#cite_ref-Doom2Dunia_4-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFPaul_Lily2009" class="citation news cs1">Paul Lily (2009-07-21). <a rel="nofollow" class="external text" href="http://www.maximumpc.com/article/features/3d_game_engines">"Doom to Dunia: A Visual History of 3D Game Engines"</a>. <i>Pcgamer</i>. <a href="/wiki/Maximum_PC" title="Maximum PC">Maximum PC</a><span class="reference-accessdate">. Retrieved <span class="nowrap">2009-07-05</span></span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=Pcgamer&rft.atitle=Doom+to+Dunia%3A+A+Visual+History+of+3D+Game+Engines&rft.date=2009-07-21&rft.au=Paul+Lily&rft_id=http%3A%2F%2Fwww.maximumpc.com%2Farticle%2Ffeatures%2F3d_game_engines&rfr_id=info%3Asid%2Fen.wikipedia.org%3AFirst-person+shooter+engine" class="Z3988"></span></span> </li> <li id="cite_note-5"><span class="mw-cite-backlink"><b><a href="#cite_ref-5">^</a></b></span> <span class="reference-text"><a rel="nofollow" class="external text" href="https://www.mobygames.com/game/metal-head">Metal Head</a> at <a href="/wiki/MobyGames" title="MobyGames">MobyGames</a></span> </li> <li id="cite_note-6"><span class="mw-cite-backlink"><b><a href="#cite_ref-6">^</a></b></span> <span class="reference-text"><a rel="nofollow" class="external text" href="http://www.the-nextlevel.com/review/retro/geograph-seal-x68000/">Geograph Seal (X68000)</a>, <i>The Next Level</i></span> </li> <li id="cite_note-7"><span class="mw-cite-backlink"><b><a href="#cite_ref-7">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFFahs2008" class="citation web cs1">Fahs, Travis (4 November 2008). <a rel="nofollow" class="external text" href="http://www.ign.com/articles/2008/11/04/jumping-flashback">"Jumping Flashback"</a>. <i>ign.com</i><span class="reference-accessdate">. Retrieved <span class="nowrap">20 April</span> 2018</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=ign.com&rft.atitle=Jumping+Flashback&rft.date=2008-11-04&rft.aulast=Fahs&rft.aufirst=Travis&rft_id=http%3A%2F%2Fwww.ign.com%2Farticles%2F2008%2F11%2F04%2Fjumping-flashback&rfr_id=info%3Asid%2Fen.wikipedia.org%3AFirst-person+shooter+engine" class="Z3988"></span></span> </li> <li id="cite_note-8"><span class="mw-cite-backlink"><b><a href="#cite_ref-8">^</a></b></span> <span class="reference-text">like <a href="/wiki/3dfx_Interactive" class="mw-redirect" title="3dfx Interactive">Voodoo</a>, <a href="/wiki/Voodoo_2" class="mw-redirect" title="Voodoo 2">Voodoo 2</a>, or <a href="/wiki/Riva_TNT" class="mw-redirect" title="Riva TNT">Riva TNT</a>, or later the more powerful <a href="/wiki/DirectX" title="DirectX">DirectX</a> 6.0 chipsets such as <a href="/wiki/Voodoo3" title="Voodoo3">Voodoo3</a>, <a href="/wiki/RIVA_TNT2" title="RIVA TNT2">RIVA TNT2</a> and <a href="/wiki/Rage_128" class="mw-redirect" title="Rage 128">Rage 128</a></span> </li> <li id="cite_note-9"><span class="mw-cite-backlink"><b><a href="#cite_ref-9">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://web.archive.org/web/20091108191715/http://www.idsoftware.com/business/idtech2/">"id Tech 2"</a>. <a href="/wiki/Id_Software" title="Id Software">id Software</a>. Archived from <a rel="nofollow" class="external text" href="http://www.idsoftware.com/business/idtech2/">the original</a> on November 8, 2009<span class="reference-accessdate">. Retrieved <span class="nowrap">2009-07-05</span></span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=unknown&rft.btitle=id+Tech+2&rft.pub=id+Software&rft_id=http%3A%2F%2Fwww.idsoftware.com%2Fbusiness%2Fidtech2%2F&rfr_id=info%3Asid%2Fen.wikipedia.org%3AFirst-person+shooter+engine" class="Z3988"></span></span> </li> <li id="cite_note-hl2GameSpot-10"><span class="mw-cite-backlink">^ <a href="#cite_ref-hl2GameSpot_10-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-hl2GameSpot_10-1"><sup><i><b>b</b></i></sup></a></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://web.archive.org/web/20110225015808/http://uk.gamespot.com/features/halflife_final/part32.html">"half Life: Improved Technology"</a>. <a href="/wiki/GameSpot" title="GameSpot">GameSpot</a>. Archived from <a rel="nofollow" class="external text" href="http://uk.gamespot.com/features/halflife_final/part32.html">the original</a> on 2011-02-25<span class="reference-accessdate">. Retrieved <span class="nowrap">2009-07-08</span></span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=unknown&rft.btitle=half+Life%3A+Improved+Technology&rft.pub=GameSpot&rft_id=http%3A%2F%2Fuk.gamespot.com%2Ffeatures%2Fhalflife_final%2Fpart32.html&rfr_id=info%3Asid%2Fen.wikipedia.org%3AFirst-person+shooter+engine" class="Z3988"></span></span> </li> <li id="cite_note-Doom2Dunia3-11"><span class="mw-cite-backlink">^ <a href="#cite_ref-Doom2Dunia3_11-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-Doom2Dunia3_11-1"><sup><i><b>b</b></i></sup></a></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFPaul_Lily2009" class="citation news cs1">Paul Lily (2009-07-21). <a rel="nofollow" class="external text" href="http://www.maximumpc.com/article/features/3d_game_engines?page=0%2C3">"Doom to Dunia: A Visual History of 3D Game Engines"</a>. <i>Pcgamer</i>. <a href="/wiki/Maximum_PC" title="Maximum PC">Maximum PC</a><span class="reference-accessdate">. Retrieved <span class="nowrap">2009-07-05</span></span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=Pcgamer&rft.atitle=Doom+to+Dunia%3A+A+Visual+History+of+3D+Game+Engines&rft.date=2009-07-21&rft.au=Paul+Lily&rft_id=http%3A%2F%2Fwww.maximumpc.com%2Farticle%2Ffeatures%2F3d_game_engines%3Fpage%3D0%252C3&rfr_id=info%3Asid%2Fen.wikipedia.org%3AFirst-person+shooter+engine" class="Z3988"></span></span> </li> <li id="cite_note-12"><span class="mw-cite-backlink"><b><a href="#cite_ref-12">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="http://www.beyondunreal.com/articles/history-of-unreal-part-1/">"History of Unreal - Part 1"</a>. beyondunreal.com. 2005-05-31<span class="reference-accessdate">. Retrieved <span class="nowrap">2009-08-05</span></span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=unknown&rft.btitle=History+of+Unreal+-+Part+1&rft.pub=beyondunreal.com&rft.date=2005-05-31&rft_id=http%3A%2F%2Fwww.beyondunreal.com%2Farticles%2Fhistory-of-unreal-part-1%2F&rfr_id=info%3Asid%2Fen.wikipedia.org%3AFirst-person+shooter+engine" class="Z3988"></span></span> </li> <li id="cite_note-13"><span class="mw-cite-backlink"><b><a href="#cite_ref-13">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="http://www.beyondunreal.com/articles/history-of-unreal-part-1/?page=2">"History of Unreal - Part 1"</a>. beyondunreal.com. 2005-05-31<span class="reference-accessdate">. Retrieved <span class="nowrap">2009-07-05</span></span>. <q><i>Probably the biggest draw to Unreal was the ability to mod it. Tim Sweeney (Founder of Epic) wrote a simple scripting engine into the game called UnrealScript.</i></q></cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=unknown&rft.btitle=History+of+Unreal+-+Part+1&rft.pub=beyondunreal.com&rft.date=2005-05-31&rft_id=http%3A%2F%2Fwww.beyondunreal.com%2Farticles%2Fhistory-of-unreal-part-1%2F%3Fpage%3D2&rfr_id=info%3Asid%2Fen.wikipedia.org%3AFirst-person+shooter+engine" class="Z3988"></span></span> </li> <li id="cite_note-informitUnreal-14"><span class="mw-cite-backlink"><b><a href="#cite_ref-informitUnreal_14-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="http://www.informit.com/articles/article.aspx?p=1377834">"Introduction to Unreal Technology"</a>. <a href="/wiki/InformIT_(publisher)" class="mw-redirect" title="InformIT (publisher)">InformIT</a>. 2009-07-21<span class="reference-accessdate">. Retrieved <span class="nowrap">2009-08-08</span></span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=unknown&rft.btitle=Introduction+to+Unreal+Technology&rft.pub=InformIT&rft.date=2009-07-21&rft_id=http%3A%2F%2Fwww.informit.com%2Farticles%2Farticle.aspx%3Fp%3D1377834&rfr_id=info%3Asid%2Fen.wikipedia.org%3AFirst-person+shooter+engine" class="Z3988"></span></span> </li> <li id="cite_note-15"><span class="mw-cite-backlink"><b><a href="#cite_ref-15">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://web.archive.org/web/20100728233924/http://unreal.epicgames.com/Network.htm">"Network"</a>. <a href="/wiki/Epic_Games" title="Epic Games">Epic Games</a>. 1999-07-21. Archived from <a rel="nofollow" class="external text" href="http://unreal.epicgames.com/Network.htm">the original</a> on 2010-07-28<span class="reference-accessdate">. Retrieved <span class="nowrap">2009-08-08</span></span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=unknown&rft.btitle=Network&rft.pub=Epic+Games&rft.date=1999-07-21&rft_id=http%3A%2F%2Funreal.epicgames.com%2FNetwork.htm&rfr_id=info%3Asid%2Fen.wikipedia.org%3AFirst-person+shooter+engine" class="Z3988"></span></span> </li> <li id="cite_note-Doom2Dunia4-16"><span class="mw-cite-backlink"><b><a href="#cite_ref-Doom2Dunia4_16-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFPaul_Lily2009" class="citation news cs1">Paul Lily (2009-07-21). <a rel="nofollow" class="external text" href="http://www.maximumpc.com/article/features/3d_game_engines?page=0%2C4">"Doom to Dunia: A Visual History of 3D Game Engines"</a>. <i>Pcgamer</i>. <a href="/wiki/Maximum_PC" title="Maximum PC">Maximum PC</a><span class="reference-accessdate">. Retrieved <span class="nowrap">2009-07-05</span></span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=Pcgamer&rft.atitle=Doom+to+Dunia%3A+A+Visual+History+of+3D+Game+Engines&rft.date=2009-07-21&rft.au=Paul+Lily&rft_id=http%3A%2F%2Fwww.maximumpc.com%2Farticle%2Ffeatures%2F3d_game_engines%3Fpage%3D0%252C4&rfr_id=info%3Asid%2Fen.wikipedia.org%3AFirst-person+shooter+engine" class="Z3988"></span></span> </li> <li id="cite_note-17"><span class="mw-cite-backlink"><b><a href="#cite_ref-17">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://web.archive.org/web/20090401042848/http://www.hlhmod.com/physics.html">"Playing Dead: Physics in Pop Games"</a>. hlhmod.com. 2007. Archived from <a rel="nofollow" class="external text" href="http://www.hlhmod.com/physics.html">the original</a> on 2009-04-01<span class="reference-accessdate">. Retrieved <span class="nowrap">2009-08-09</span></span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=unknown&rft.btitle=Playing+Dead%3A+Physics+in+Pop+Games&rft.pub=hlhmod.com&rft.date=2007&rft_id=http%3A%2F%2Fwww.hlhmod.com%2Fphysics.html&rfr_id=info%3Asid%2Fen.wikipedia.org%3AFirst-person+shooter+engine" class="Z3988"></span></span> </li> <li id="cite_note-18"><span class="mw-cite-backlink"><b><a href="#cite_ref-18">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="http://www.gamasutra.com/view/feature/3339/postmortem_dreamworks_.php">"Postmortem: DreamWorks Interactive's Trespasser"</a>. <a href="/wiki/Gamasutra" class="mw-redirect" title="Gamasutra">Gamasutra</a>. 1999-05-14<span class="reference-accessdate">. Retrieved <span class="nowrap">2009-08-09</span></span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=unknown&rft.btitle=Postmortem%3A+DreamWorks+Interactive%27s+Trespasser&rft.pub=Gamasutra&rft.date=1999-05-14&rft_id=http%3A%2F%2Fwww.gamasutra.com%2Fview%2Ffeature%2F3339%2Fpostmortem_dreamworks_.php&rfr_id=info%3Asid%2Fen.wikipedia.org%3AFirst-person+shooter+engine" class="Z3988"></span></span> </li> <li id="cite_note-19"><span class="mw-cite-backlink"><b><a href="#cite_ref-19">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="http://ixbtlabs.com/articles2/doom3/doom3.html">"Doom 3"</a>. ixbtlabs.com<span class="reference-accessdate">. Retrieved <span class="nowrap">2009-08-09</span></span>. <q><i>The main advantage of the new system of lighting (besides the mentioned direct control of an artist over its masterpiece) is the capacity to render shadows in real time for every frame (...) Secondly, it's very hard to render muzzy, "soft" shadows prevailing in reality using shadow volumes. (...) Thirdly, summing up the two previous paragraphs we draw a conclusion that shadow volumes do not fit well for rendering shadows at vast open spaces.</i></q></cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=unknown&rft.btitle=Doom+3&rft.pub=ixbtlabs.com&rft_id=http%3A%2F%2Fixbtlabs.com%2Farticles2%2Fdoom3%2Fdoom3.html&rfr_id=info%3Asid%2Fen.wikipedia.org%3AFirst-person+shooter+engine" class="Z3988"></span></span> </li> <li id="cite_note-20"><span class="mw-cite-backlink"><b><a href="#cite_ref-20">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="http://www.eurogamer.net/articles/r_half-life2_pc">"Half-Life 2"</a>. <a href="/wiki/Eurogamer" title="Eurogamer">Eurogamer</a>. 2004-11-14<span class="reference-accessdate">. Retrieved <span class="nowrap">2009-08-09</span></span>. <q><i>But yet the incredibly lifelike detail and unparalleled attention to detail in the facial and body animation bring the characters to life like no game has ever even come close to doing. Six years ago there were a handful of facial models, bags of imagination and some great voice work; now we've got a huge cast list who all have plenty to say (with impressively accurate dynamic lip synching) and do so with such an impressive array of visible emotions that infuse the game with a head-turning credibility that will change the way people view games forever.</i></q></cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=unknown&rft.btitle=Half-Life+2&rft.pub=Eurogamer&rft.date=2004-11-14&rft_id=http%3A%2F%2Fwww.eurogamer.net%2Farticles%2Fr_half-life2_pc&rfr_id=info%3Asid%2Fen.wikipedia.org%3AFirst-person+shooter+engine" class="Z3988"></span></span> </li> <li id="cite_note-21"><span class="mw-cite-backlink"><b><a href="#cite_ref-21">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://web.archive.org/web/20091007031619/http://s09.idav.ucdavis.edu/talks/05-JP_id_Tech_5_Challenges.pdf">"From Texture Virtualization to Massive Parallelization"</a> <span class="cs1-format">(PDF)</span>. <a href="/wiki/Id_Software" title="Id Software">Id Software</a>. August 2009. Archived from <a rel="nofollow" class="external text" href="http://s09.idav.ucdavis.edu/talks/05-JP_id_Tech_5_Challenges.pdf">the original</a> <span class="cs1-format">(PDF)</span> on 2009-10-07<span class="reference-accessdate">. Retrieved <span class="nowrap">2009-07-07</span></span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=unknown&rft.btitle=From+Texture+Virtualization+to+Massive+Parallelization&rft.pub=Id+Software&rft.date=2009-08&rft_id=http%3A%2F%2Fs09.idav.ucdavis.edu%2Ftalks%2F05-JP_id_Tech_5_Challenges.pdf&rfr_id=info%3Asid%2Fen.wikipedia.org%3AFirst-person+shooter+engine" class="Z3988"></span></span> </li> <li id="cite_note-22"><span class="mw-cite-backlink"><b><a href="#cite_ref-22">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFIGN2011" class="citation web cs1">IGN (8 March 2011). <a rel="nofollow" class="external text" href="https://www.youtube.com/watch?v=RSXyztq_0uM">"Unreal Engine 3: Official Samaritan Demo"</a>. <a rel="nofollow" class="external text" href="https://ghostarchive.org/varchive/youtube/20211222/RSXyztq_0uM">Archived</a> from the original on 2021-12-22<span class="reference-accessdate">. Retrieved <span class="nowrap">20 April</span> 2018</span> – via YouTube.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=unknown&rft.btitle=Unreal+Engine+3%3A+Official+Samaritan+Demo&rft.date=2011-03-08&rft.au=IGN&rft_id=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DRSXyztq_0uM&rfr_id=info%3Asid%2Fen.wikipedia.org%3AFirst-person+shooter+engine" class="Z3988"></span></span> </li> <li id="cite_note-pcper-23"><span class="mw-cite-backlink"><b><a href="#cite_ref-pcper_23-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://web.archive.org/web/20100314045408/http://www.pcper.com/article.php?aid=532">"John Carmack on id Tech 6, Ray Tracing, Consoles, Physics and more"</a>. PC Perspective. 2008-03-12. Archived from <a rel="nofollow" class="external text" href="http://www.pcper.com/article.php?aid=532">the original</a> on 2010-03-14<span class="reference-accessdate">. Retrieved <span class="nowrap">2010-03-27</span></span>. <q><i>What John does see ray tracing useful for is a very specific data model he has created called "sparse voxel octrees" that allow him to store immense amounts of data in a fashion that is easily accessed using ray tracing methods(...) This new data model and algorithm being worked on for id Tech 6 would allow, according to John, nearly infinite amounts of geometric detail in the world without the problems seen with tessellation engines or trying to store gigabytes of data locally.</i></q></cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=unknown&rft.btitle=John+Carmack+on+id+Tech+6%2C+Ray+Tracing%2C+Consoles%2C+Physics+and+more&rft.pub=PC+Perspective&rft.date=2008-03-12&rft_id=http%3A%2F%2Fwww.pcper.com%2Farticle.php%3Faid%3D532&rfr_id=info%3Asid%2Fen.wikipedia.org%3AFirst-person+shooter+engine" class="Z3988"></span></span> </li> <li id="cite_note-carmack-24"><span class="mw-cite-backlink"><b><a href="#cite_ref-carmack_24-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation news cs1"><a rel="nofollow" class="external text" href="http://www.maximumpc.com/article/features/e3_2008_the_john_carmack_interview_rage_id_tech_6_doom_4_details_and_more?page=0%2C1">"QuakeCon 08: id Tech 6 Will Utilin Carmack Interview. Rage, id Tech 6, Doom 4 Details, and More!"</a>. <i>Pcgamer</i>. <a href="/wiki/Maximum_PC" title="Maximum PC">Maximum PC</a>. 2008-07-15. <q><i>I still think there's one more generation to be had where we virtualize geometry with id Tech 6 and do some things that are truly revolutionary. (...) I know we can deliver a next-gen kick, if we can virtualize the geometry like we virtualized the textures; we can do things that no one's ever seen in games before.</i></q></cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=Pcgamer&rft.atitle=QuakeCon+08%3A+id+Tech+6+Will+Utilin+Carmack+Interview.+Rage%2C+id+Tech+6%2C+Doom+4+Details%2C+and+More%21&rft.date=2008-07-15&rft_id=http%3A%2F%2Fwww.maximumpc.com%2Farticle%2Ffeatures%2Fe3_2008_the_john_carmack_interview_rage_id_tech_6_doom_4_details_and_more%3Fpage%3D0%252C1&rfr_id=info%3Asid%2Fen.wikipedia.org%3AFirst-person+shooter+engine" class="Z3988"></span></span> </li> <li id="cite_note-25"><span class="mw-cite-backlink"><b><a href="#cite_ref-25">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="http://www.dota2.com/reborn/updates/">"Dota 2 - Reborn"</a>. <i>Dota2.com</i><span class="reference-accessdate">. Retrieved <span class="nowrap">2016-06-23</span></span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=Dota2.com&rft.atitle=Dota+2+-+Reborn&rft_id=http%3A%2F%2Fwww.dota2.com%2Freborn%2Fupdates%2F&rfr_id=info%3Asid%2Fen.wikipedia.org%3AFirst-person+shooter+engine" class="Z3988"></span></span> </li> </ol></div> <div class="navbox-styles"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1129693374"><style data-mw-deduplicate="TemplateStyles:r1236075235">.mw-parser-output .navbox{box-sizing:border-box;border:1px solid #a2a9b1;width:100%;clear:both;font-size:88%;text-align:center;padding:1px;margin:1em auto 0}.mw-parser-output .navbox .navbox{margin-top:0}.mw-parser-output .navbox+.navbox,.mw-parser-output .navbox+.navbox-styles+.navbox{margin-top:-1px}.mw-parser-output .navbox-inner,.mw-parser-output .navbox-subgroup{width:100%}.mw-parser-output .navbox-group,.mw-parser-output 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href="mw-data:TemplateStyles:r1129693374"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1239400231"><div class="navbar plainlinks hlist navbar-mini"><ul><li class="nv-view"><a href="/wiki/Template:Video_game_engines" title="Template:Video game engines"><abbr title="View this template">v</abbr></a></li><li class="nv-talk"><a href="/wiki/Template_talk:Video_game_engines" title="Template talk:Video game engines"><abbr title="Discuss this template">t</abbr></a></li><li class="nv-edit"><a href="/wiki/Special:EditPage/Template:Video_game_engines" title="Special:EditPage/Template:Video game engines"><abbr title="Edit this template">e</abbr></a></li></ul></div><div id="Game_engines_(list)" style="font-size:114%;margin:0 4em"><a href="/wiki/Game_engine" title="Game engine">Game engines</a> (<a href="/wiki/List_of_game_engines" title="List of game engines">list</a>)</div></th></tr><tr><td class="navbox-abovebelow" colspan="2"><div> <ul><li><a href="/wiki/Source_port" title="Source port">Source port</a></li> <li><a class="mw-selflink selflink">First-person shooter engine</a> <ul><li><a href="/wiki/List_of_first-person_shooter_engines" title="List of first-person shooter engines">list</a></li></ul></li> <li><a href="/wiki/Game_engine_recreation" title="Game engine recreation">Game engine recreation</a> <ul><li><a href="/wiki/List_of_game_engine_recreations" title="List of game engine recreations">list</a></li></ul></li> <li><a href="/wiki/Game_creation_system" title="Game creation system">Game creation system</a></li> <li><a href="/wiki/Game_integrated_development_environment" title="Game integrated development environment">Game IDE</a></li> <li><a href="/wiki/List_of_visual_novel_engines" title="List of visual novel engines">List of visual novel engines</a></li> <li><a href="/wiki/Id_Tech" title="Id Tech">id Tech</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/wiki/Proprietary_software" title="Proprietary software">Proprietary</a></th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th scope="row" class="navbox-group" style="width:1%">1980s</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Cobra_(game_engine)" class="mw-redirect" title="Cobra (game engine)">Cobra</a></li> <li><a href="/wiki/Filmation_(game_engine)" title="Filmation (game engine)">Filmation</a></li> <li><a href="/wiki/Freescape" title="Freescape">Freescape</a></li> <li><a href="/wiki/Gold_Box" title="Gold Box">Gold Box</a></li> <li><a href="/wiki/SCUMM" title="SCUMM">SCUMM</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">1990s</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/3D_GameStudio" title="3D GameStudio">3D GameStudio</a></li> <li><a href="/wiki/Clickteam" title="Clickteam">Clickteam</a></li> <li><a href="/wiki/Dark_Engine" title="Dark Engine">Dark Engine</a></li> <li><a href="/wiki/GameMaker" title="GameMaker">GameMaker</a></li> <li><a href="/wiki/Genie_Engine" title="Genie Engine">Genie Engine</a></li> <li><a href="/wiki/GoldSrc" title="GoldSrc">GoldSrc</a></li> <li><a href="/wiki/Jedi_(game_engine)" title="Jedi (game engine)">Jedi</a></li> <li><a href="/wiki/LithTech" title="LithTech">LithTech</a></li> <li><a href="/wiki/Mugen_(game_engine)" title="Mugen (game engine)">Mugen</a></li> <li><a href="/wiki/Pie_in_the_Sky_(game_engine)" title="Pie in the Sky (game engine)">Pie in the Sky</a></li> <li><a href="/wiki/Reality_Lab" title="Reality Lab">Reality Lab</a></li> <li><a href="/wiki/RenderWare" title="RenderWare">RenderWare</a></li> <li><a href="/wiki/RPG_Maker" title="RPG Maker">RPG Maker</a></li> <li><a href="/wiki/Sim_RPG_Maker" title="Sim RPG Maker">Sim RPG Maker</a></li> <li><a href="/wiki/Unreal_Engine_1" title="Unreal Engine 1">Unreal Engine 1</a></li> <li><a href="/wiki/Virtual_Theatre" title="Virtual Theatre">Virtual Theatre</a></li> <li><a href="/wiki/Voxel_Space" title="Voxel Space">Voxel Space</a></li> <li><a href="/wiki/Zero_(game_engine)" class="mw-redirect" title="Zero (game engine)">Zero</a></li> <li><a href="/wiki/Zillions_of_Games" title="Zillions of Games">Zillions of Games</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">2000s</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Ubisoft_Anvil" title="Ubisoft Anvil">Anvil</a></li> <li><a href="/wiki/C4_Engine" title="C4 Engine">C4 Engine</a></li> <li><a href="/wiki/Chrome_Engine" title="Chrome Engine">Chrome Engine</a></li> <li><a href="/wiki/CryEngine" title="CryEngine">CryEngine</a></li> <li><a href="/wiki/Crystal_Tools" title="Crystal Tools">Crystal Tools</a></li> <li><a href="/wiki/Diesel_(game_engine)" class="mw-redirect" title="Diesel (game engine)">Diesel</a></li> <li><a href="/wiki/Ego_(game_engine)" class="mw-redirect" title="Ego (game engine)">Ego</a></li> <li><a href="/wiki/Essence_Engine" class="mw-redirect" title="Essence Engine">Essence Engine</a></li> <li><a href="/wiki/Euphoria_(software)" title="Euphoria (software)">Euphoria</a></li> <li><a href="/wiki/Flare3D" title="Flare3D">Flare3D</a></li> <li><a href="/wiki/Frostbite_(game_engine)" title="Frostbite (game engine)">Frostbite</a></li> <li><a href="/wiki/Gamebryo" title="Gamebryo">Gamebryo</a></li> <li><a href="/wiki/GameSalad" title="GameSalad">GameSalad</a></li> <li><a href="/wiki/HeroEngine" title="HeroEngine">HeroEngine</a></li> <li><a href="/wiki/IW_(game_engine)" title="IW (game engine)">IW</a></li> <li><a href="/wiki/Leadwerks" title="Leadwerks">Leadwerks</a></li> <li><a href="/wiki/Marmalade_(software)" title="Marmalade (software)">Marmalade</a></li> <li><a href="/wiki/MT_Framework" title="MT Framework">MT Framework</a></li> <li><a href="/wiki/PhyreEngine" title="PhyreEngine">PhyreEngine</a></li> <li><a href="/wiki/Q_(game_engine)" title="Q (game engine)">Q</a></li> <li><a href="/wiki/Rockstar_Advanced_Game_Engine" title="Rockstar Advanced Game Engine">RAGE</a></li> <li><a href="/wiki/Retro_Engine" title="Retro Engine">Retro Engine</a></li> <li><a href="/wiki/SAGE_(game_engine)" class="mw-redirect" title="SAGE (game engine)">SAGE</a></li> <li><a href="/wiki/Shark_3D" title="Shark 3D">Shark 3D</a></li> <li><a href="/wiki/Silent_Storm_engine" title="Silent Storm engine"><i>Silent Storm</i> engine</a></li> <li><a href="/wiki/Source_(game_engine)" title="Source (game engine)">Source</a></li> <li><a href="/wiki/Titan_(game_engine)" title="Titan (game engine)">Titan</a></li> <li><a href="/wiki/Unigine" title="Unigine">Unigine</a></li> <li><a href="/wiki/Unity_(game_engine)" title="Unity (game engine)">Unity</a></li> <li><a href="/wiki/Unreal_Engine_2" title="Unreal Engine 2">Unreal Engine 2</a></li> <li><a href="/wiki/Unreal_Engine_3" title="Unreal Engine 3">Unreal Engine 3</a></li> <li><a href="/wiki/Vicious_Engine" class="mw-redirect" title="Vicious Engine">Vicious Engine</a></li> <li><a href="/wiki/Vision_(game_engine)" title="Vision (game engine)">Vision</a></li> <li><a href="/wiki/Visual3D_Game_Engine" title="Visual3D Game Engine">Visual3D Game Engine</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">2010s</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/4A_Engine" title="4A Engine">4A Engine</a></li> <li><a href="/wiki/Amazon_Lumberyard" title="Amazon Lumberyard">Amazon Lumberyard</a></li> <li><a href="/wiki/Bitsquid" title="Bitsquid">Bitsquid</a></li> <li><a href="/wiki/Buildbox" title="Buildbox">Buildbox</a></li> <li><a href="/wiki/Construct_(game_engine)" title="Construct (game engine)">Construct</a></li> <li><a href="/wiki/Creation_Engine" title="Creation Engine">Creation Engine</a></li> <li><a href="/wiki/Decima_(game_engine)" title="Decima (game engine)">Decima</a></li> <li><a href="/wiki/Defold" title="Defold">Defold</a></li> <li><a href="/wiki/Felgo" title="Felgo">Felgo</a></li> <li><a href="/wiki/Fox_Engine" title="Fox Engine">Fox Engine</a></li> <li><a href="/wiki/Id_Tech_5" title="Id Tech 5">id Tech 5</a></li> <li><a href="/wiki/Id_Tech_6" title="Id Tech 6">id Tech 6</a></li> <li><a href="/wiki/Ignite_(game_engine)" title="Ignite (game engine)">Ignite</a></li> <li><a href="/wiki/Kynapse" title="Kynapse">Kynapse</a></li> <li><a href="/wiki/Luminous_Engine" title="Luminous Engine">Luminous Engine</a></li> <li><a href="/wiki/Nvidia_GameWorks" title="Nvidia GameWorks">Nvidia GameWorks</a></li> <li><a href="/wiki/Panta_Rhei_(game_engine)" title="Panta Rhei (game engine)">Panta Rhei</a></li> <li><a href="/wiki/Pixel_Game_Maker_MV" title="Pixel Game Maker MV">Pixel Game Maker MV</a></li> <li><a href="/wiki/RE_Engine" title="RE Engine">RE Engine</a></li> <li><a href="/wiki/Snowdrop_(game_engine)" title="Snowdrop (game engine)">Snowdrop</a></li> <li><a href="/wiki/Stencyl" title="Stencyl">Stencyl</a></li> <li><a href="/wiki/Source_2" title="Source 2">Source 2</a></li> <li><a href="/wiki/UbiArt_Framework" title="UbiArt Framework">UbiArt Framework</a></li> <li><a href="/wiki/Unreal_Engine_4" title="Unreal Engine 4">Unreal Engine 4</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">2020s</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Id_Tech_7" title="Id Tech 7">id Tech 7</a></li> <li><a href="/wiki/Unreal_Engine_5" title="Unreal Engine 5">Unreal Engine 5</a></li></ul> </div></td></tr></tbody></table><div></div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/wiki/Free_and_open-source_software" title="Free and open-source software">Free and<br />open-source</a></th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th id="1970s" scope="row" class="navbox-group" style="width:1%">1970s</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Z-machine" title="Z-machine">Z-machine</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">1990s</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Adventure_Game_Studio" title="Adventure Game Studio">Adventure Game Studio</a></li> <li><a href="/wiki/Build_(game_engine)" title="Build (game engine)">Build</a></li> <li><a href="/wiki/Crystal_Space" title="Crystal Space">Crystal Space</a></li> <li><a href="/wiki/Doom_engine" title="Doom engine"><i>Doom</i> engine</a></li> <li><a href="/wiki/Game-Maker" title="Game-Maker">Game-Maker</a></li> <li><a href="/wiki/OHRRPGCE" class="mw-redirect" title="OHRRPGCE">OHRRPGCE</a></li> <li><a href="/wiki/Quake_engine" title="Quake engine"><i>Quake</i> engine</a></li> <li><a href="/wiki/Quake_II_engine" title="Quake II engine"><i>Quake II</i> engine</a></li> <li><a href="/wiki/Stratagus" title="Stratagus">Stratagus</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">2000s</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Away3D" title="Away3D">Away3D</a></li> <li><a href="/wiki/Blender_Game_Engine" title="Blender Game Engine">Blender Game Engine</a></li> <li><a href="/wiki/Bork3D_Game_Engine" class="mw-redirect" title="Bork3D Game Engine">Bork3D Game Engine</a></li> <li><a href="/wiki/Cocos2d" title="Cocos2d">Cocos2d</a></li> <li><a href="/wiki/Dim3" title="Dim3">Dim3</a></li> <li><a href="/wiki/Game_Editor" title="Game Editor">Game Editor</a></li> <li><a href="/wiki/GDevelop" title="GDevelop">GDevelop</a></li> <li><a href="/wiki/Id_Tech_3" title="Id Tech 3">id Tech 3</a></li> <li><a href="/wiki/Id_Tech_4" title="Id Tech 4">id Tech 4</a></li> <li><a href="/wiki/Irrlicht_Engine" title="Irrlicht Engine">Irrlicht Engine</a></li> <li><a href="/wiki/JMonkeyEngine" title="JMonkeyEngine">jMonkeyEngine</a></li> <li><a href="/wiki/Lightweight_Java_Game_Library" class="mw-redirect" title="Lightweight Java Game Library">Lightweight Java Game Library</a></li> <li><a href="/wiki/L%C3%B6ve_(game_engine)" class="mw-redirect" title="Löve (game engine)">Löve</a></li> <li><a href="/wiki/OGRE" title="OGRE">OGRE</a></li> <li><a href="/wiki/Open_Wonderland" title="Open Wonderland">Open Wonderland</a></li> <li><a href="/wiki/Panda3D" title="Panda3D">Panda3D</a></li> <li><a href="/wiki/Papervision3D" title="Papervision3D">Papervision3D</a></li> <li><a href="/wiki/Plasma_(game_engine)" title="Plasma (game engine)">Plasma</a></li> <li><a href="/wiki/Platinum_Arts_Sandbox" title="Platinum Arts Sandbox">Platinum Arts Sandbox</a></li> <li><a href="/wiki/Pygame" title="Pygame">Pygame</a></li> <li><a href="/wiki/Ren%27Py" title="Ren'Py">Ren'Py</a></li> <li><a href="/wiki/Scratch_(programming_language)" title="Scratch (programming language)">Scratch</a></li> <li><a href="/wiki/Solar2D" title="Solar2D">Solar2D</a></li> <li><a href="/wiki/Spring_Engine" title="Spring Engine">Spring Engine</a></li> <li><a href="/wiki/Thousand_Parsec" title="Thousand Parsec">Thousand Parsec</a></li> <li><a href="/wiki/Torque_(game_engine)" title="Torque (game engine)">Torque</a></li> <li><a href="/wiki/Vassal_Engine" class="mw-redirect" title="Vassal Engine">Vassal Engine</a></li> <li><a href="/wiki/Wintermute_Engine" title="Wintermute Engine">Wintermute Engine</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">2010s</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Delta3D" title="Delta3D">Delta3D</a></li> <li><a href="/wiki/Godot_(game_engine)" title="Godot (game engine)">Godot</a></li> <li><a href="/wiki/GPUOpen" title="GPUOpen">GPUOpen</a></li> <li><a href="/wiki/Horde3D" title="Horde3D">Horde3D</a></li> <li><a href="/wiki/LibGDX" title="LibGDX">libGDX</a></li> <li><a href="/wiki/Moai_(software)" title="Moai (software)">Moai</a></li> <li><a href="/wiki/OpenFL" title="OpenFL">OpenFL</a></li> <li><a href="/wiki/ORX" title="ORX">ORX</a></li> <li><a href="/wiki/PlayCanvas" title="PlayCanvas">PlayCanvas</a></li> <li><a href="/wiki/Raylib" title="Raylib">Raylib</a></li> <li><a href="/wiki/Snap!_(programming_language)" title="Snap! (programming language)">Snap!</a></li> <li><a href="/wiki/Stencyl" title="Stencyl">Stencyl</a></li> <li><a href="/wiki/Stride_(game_engine)" title="Stride (game engine)">Stride</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">2020s</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Open_3D_Engine" title="Open 3D Engine">Open 3D Engine</a></li></ul> </div></td></tr></tbody></table><div></div></td></tr></tbody></table></div> <!-- NewPP limit report Parsed by mw‐web.codfw.main‐bb779d474‐gbns7 Cached time: 20241202151426 Cache expiry: 2592000 Reduced expiry: false Complications: [vary‐revision‐sha1, show‐toc] CPU time usage: 0.410 seconds Real time usage: 0.522 seconds Preprocessor visited node count: 1905/1000000 Post‐expand include size: 83967/2097152 bytes Template argument size: 1060/2097152 bytes Highest expansion depth: 12/100 Expensive parser function count: 3/500 Unstrip recursion depth: 1/20 Unstrip post‐expand size: 98713/5000000 bytes Lua time usage: 0.254/10.000 seconds Lua memory usage: 6518955/52428800 bytes Number of Wikibase entities loaded: 0/400 --> <!-- Transclusion expansion time report (%,ms,calls,template) 100.00% 427.418 1 -total 37.63% 160.857 1 Template:Reflist 28.55% 122.018 1 Template:VG_Graphics 28.43% 121.519 18 Template:Cite_web 22.46% 95.978 1 Template:Sidebar_with_collapsible_lists 11.53% 49.274 1 Template:Short_description 7.65% 32.689 3 Template:Navbox 7.56% 32.300 1 Template:Video_game_engines 6.72% 28.705 1 Template:Citation_needed 5.72% 24.457 1 Template:Fix --> <!-- Saved in parser cache with key enwiki:pcache:1129474:|#|:idhash:canonical and timestamp 20241202151426 and revision id 1250492625. 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