» Sun May 13, 2012 4:39 am
Top 10 game Engine in 2011 :
Unreal Engine
Coming Attractions: Bioshock Infinite, Homefront, Alice: Madness Returns, Duke Nukem Forever, Spec Ops: The Line, Gears of War 3, Batman: Arkham City
Before we move up to the newest engines on the block, let's salute the old battler. Like some sort of aging starlet the Unreal engine continues to modify itself in an attempt to stay perpetually young. Scarily enough, the “dress that mutton as lamb” approach is still working rather well.
Since its first inception in 1998, Epic Games' Unreal Engine (now approaching its fourth generation) has evolved to become the cost-effective, multi-format engine of choice for many of the major and minor publishing houses. Thanks to the adaptive skills of various talented studios, this engine is set to continue and be modified into a milf for a long time to come.
When will version 4 of this engine arrive? Sometime anywhere from 2013 to 2018. The reason for this long production track?Simple: Epic has no intention for it to be used on this generation of consoles.
RAGE Engine
Coming Attractions: Max Payne, Agent
RAGE's greatest strengths include its ability to handle colossal streaming environments, complex A.I. systems, weather effects, fast network code and a diverse array of gameplay styles. It also seamlessly interacts with middleware like NautralMotion’s Euphoria.
With their metric buttload of cash and time spent ‘RAGE-ing’ with Red Dead Redemption and GTA IV, we’re very keen to see how Rockstar can use that knowledge to push the envelope for their forthcoming titles. Improvement may be pretty difficult at this point; they’ve already got accurate physics, ecosystem A.I. and impressive draw distances. What else is left to be mastered?
Smooth the framerate, we reckon. You can never get that too fast. In fact, we want all of our future GTA race missions to play out like we’re http://www.youtube.com/watch?v=w3whW65Xl54 on the Atari 800XL. We are not asking too much.
CryENGINE
Coming Attractions: Crysis 2, Sniper: Ghost Warrior 2
According to the efficient German scienticians at Crytek, "CryENGINE 3 is the first Xbox 360, PlayStation 3, MMO, DX9 and DX10 all-in-one game development solution that is next-gen ready – with scalable computation and graphics technologies." Unlike many of its competitors, this engine has the benefit of not needing middleware support to handle physics, sound and animations. In short, it is a jack of awesome trades.
The third version of the engine improves upon its destructible environments, light sources, real time soft particle system, real time dynamic global illumination, depth of field effects and a slew of other features. But what’s most impressive is how much it manages to squeeze out of the PS3 and Xbox 360. To our shock, the demos we’ve seen of it on 360 look very comparable to the original Crysis on high quality settings. Good news for console gamers and another reason for PC gamers to feel all smug. Win / win.
Naughty Dog Game Engine
Coming Attractions: Uncharted 3: Drake's Deception
The Naughty Dog Engine shows how much potential there is in the PlayStation 3 when the mechanics know what they’re doing under the hood. The first version of the engine in Uncharted wowed us with lush verdant jungles and spectacular water effects. The follow-up version in that game’s inevitable sequel most notably improved cloth, fur and accurately recreating God's dandruff (layman's terms for atheists: 'snow').
For this third iteration, Uncharted 3: Drake’s Deception, the mastering of fire and sand systems seem to be primary focus of the visual virtuosos at Naughty Dog. If you’d like a better demonstration of the engine in action you need only look to the Spike VGA Trailer which – amazingly – has been confirmed as actual in-engine gameplay footage. And yes, that twinge you just felt is the early stages of a nerdgasm.
IdTech
Coming Attractions: Brink (modified 4.0), Rage, Doom 4
id have been developing their behemoth idTech 5 engine for quite some time now, and because this latest version primarily has consoles in mind, the approach to its design has been quite unique. Because the CPU architectures in the 360 and PS3 are so chalk and cheese, id has gone to great lengths to shift as much of the workload onto the GPU as they can to achieve much more parallel results. In practical terms that means there won’t be one version of the game that’ll look like Jesus’ tears made digital, and another version that runs like Satan’s butt sweat.
Other wow-factor additions to this engine include the use of mega-texturing (which sounds awesome no matter what your technical understanding of it is) and a jaw-dropping virtual texturing system has been developed to allow the sensible, seamless streaming of these insanely detailed textures.
Interestingly, due to Bethesda’s acquisition of id, we figured Elder Scrolls V: Skyrim would be using this engine, but this has proven false with the news that Bethesda will be using an in-house "all-new" one.
Team Bondi proprietary Engine
Coming Attractions: L.A. Noire
When L.A. Noire was announced sometime back in the Jurassic period, everybody assumed it would be built on what Rockstar was using at that time (Criterion’s Renderware engine). Time passed and Rockstar decided to up and create their own engine, RAGE, and we made another safe assumption that L.A. Noire would use it. Wrong again.
When it finally hits the streets L.A. Noire will be humming along on an engine custom built by Australia’s own Team Bondi. As to how much input and shared technology has occurred between the Sydney-based developer and its Rockstar overlords is uncertain at this point, but after witnessing the game hands-off, we reckon the similarities between it and RAGE are quite remarkable.
The major and most obvious difference between the two engines is L.A. Noire’s amazingly life-like animation system that draws upon the benefits of the MotionScan actor performance capture technique. What is a bit of a mystery at this point is whether or not Euphoria will be included in the engine as a middle-ware animation solution (as it is in RAGE). The question has been asked, but the jury is still out.
EGO Engine
Coming Attractions: DiRT 3, Operation Flashpoint Red River, Racedriver: Grid 2, Bodycount
As an engine used primarily in racing games, EGO has already proven that it can be relied upon to spit out great simulations with impressive levels of detail and rapidity. It also made an extremely decent, if slightly undercooked, attempt at the FPS genre with Operation Flashpoint: Dragon Rising.
In 2011 Codemasters is sticking to what it knows best and will be reattempting those two genres once more using EGO 2.0. Many of the details that surround this latest version of the engine are shrouded in mystery, but we’ve witnessed it in action inOperation Flashpoint: Red River and were impressed enough to add the engine to this prestigious list.
Though we’re not allowed to go into too much detail about it (just yet), we can say that the landscapes in Red River thoroughly outstrip Dragon Rising both in sense of scale and terrain diversity. The engine also appears to be handling four-player drop-in co-op quite well and the A.I. systems (both friendly and enemy) have been dramatically improved. It may sound cocky by name, but EGO is most certainly walking the walk.
Geo-Mod Engine
Coming Attractions: Red Faction: Armageddon, Saints Row 3 (rumoured)
Nobody does destruction like the Geo-Mod and - when Red Faction: Armageddon arrives on the 2.5 version of the engine - nobody will do “un-destruction” like it either. Thanks again, Martian nanotechnology.
The power of the Geo-Mod engine is that it infuses objects that are being destroyed with real-world properties that not only react to the player's tomfoolery, but also to other objects in the world. Weave this destruction system in with a streaming world with the usual multiple A.I elements and you’ve got one heck of an impressive engine. What’s even more amazing is that the unfolding digital calamity works well at a great framerate and across a network.
We’ve recently gone hands-on with Geo-Mod 2.5 and we can confirm that the possibilities of destruction are exponentially more entertaining when you have the ability to insta-rebuild and hurl chunks of debris at people on a whim. In short, we can’t wait to get our ass to Mars.
FrostBite Engine
Coming Attractions: Battlefield 3 (version 2)
Apparently DICE’s FrostBite 2 engine is going to build Battlefield 3 in such a way that it is optimized much more for the PC, as opposed to consoles. That’s great news for desktop gamers because, rather than being hamstrung by a bunch of under-powered simpletons, FrostBite 2 will be diligently trying it’s damndest to make your rig explode with its awesomeness.
At the time of writing it’s expected that it will hope to do this via the utilization of multi-core processors, 64 bit-OS’s, and advanced lighting. Which gets us to wondering; with more power and utilization of the FrostBite 2 engine happening, will we be seeing glorious 64 player matches again? On this point DICE are keen, but coy.
Console gamers needn’t lament through, because with the FrostBite 2 engine DICE say they can develop their games “simultaneously for the strengths of each platform (i.e. they’ll use the best API for each platform)." In other words, this svcker is still a multiplatform engine - but a decent one that can deliver the goods, no matter the platform.
and of course Source
Coming Attractions: Portal 2, Postal III, Half-Life 2: Episode 3
No list of ripping engines would be complete without Valve’s gift to gaming, the Source engine. Debuting in 2004 with Counter-Strike: Source; this modular engine has been steadily improved over the years with increasingly better technology. Some of the biggest additions in recent years have been improved multi-processor support, physics-based animation, improved AI path finding and a whole host of fancy lighting and shadowing options.
Moving into 2011 all of our evolutionary hopes and dreams for this engine rest upon the mirage that is Half-Life: Episode 3. But though that title will doubtless receive the lion’s share of Gabe Newell’s coding skills; from what we’ve seen Portal 2 isn’t going to be some sort of slouch, by any means.
Source from Games on net