First Person Shooter Engine Article Index for
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Information About

First Person Shooter Engine





EARLY FPS GRAPHICS ENGINES


Widely varying requirements and characteristics, but with game rendering point intended to be from the first person perspective and with the need to shoot things.


FROM WIREFRAMES TO 3D WORLDS AND TEXTURES


Planar worlds (rectangular grid in Wolfenstein 3D, sector-based plane levels in Doom) with Sprite objects. Average Video Hardware requirements: CPU powered software rendering. The Build engine used sprites for many things, but had arbitrary 3D level geometry.





THE RISE OF 3D MODELS


For the first time, game engines recreated true , Voodoo 2 ). Quake would use less animated sprites, following the trend to 3D rather than 2D game objects.






NEW CAPABILITIES, INCREASING DETAIL


New graphics hardware provided new capabilities, allowing new engines to add various new effects, such as particle effects, fog, coloured lightning, as well as increase texture and polygon detail. Many games featured large outdoor environments, vehicles, Rag-doll Physics . Average Video Hardware requirements: GeForce 2 (or similar).






THE APPROACH TO PHOTOREALISM


Developers of this era of 3D engines often tout their increasingly (or other cards with shader support).


  • are not released yet. Release dates are estimates.





THE FUTURE

- a detailed model, bump-mapping, and real-time soft self-shadowing]]
According to Epic Games and/or Crytek , games based on '' Unreal 3 '' and/or CryENGINE 2 engine can be expected around 2006 . These games are likely to include some of the technology showcased in existing Technology Demo s (including those from Graphics Card manufacturers), including realistic Shader -based materials with predefined physics, environments with procedural and Vertex Shader -based objects ( Vegetation , debris, human made objects such as books or tools) universally destructible and interactive levels, procedural animation, cinematographic effects (depth of field, motion blur, etc.), realistic lighting and shadowing.

John Carmack , the lead programmer for Id Software , has repeatedly stated his opinion that it will likely be possible by 2010 to do a real-time video-realistic rendering of a static real-world-like environment. According to development plans announced by id Software, their second next 3D engine may attain such capabilities.

Another interesting prospective is the Sauerbraten FPS game and engine. Although it is still in early development (as a continuation of Cube ), the simple engine framework and in-game map editing make the game stand out.


REFERENCES