Sunday, 11 May 2014

Elements of Game Technology Part one: Engines



Game engines have been paving the way for loads of companies starting in the games industry. They are like digital canvases but for 3D artists, it gives the ability to go beyond just a 2d painting or a plain 3d model, with engines you can create whole new unimaginable worlds with these. 

They are a powerful tool in the hands of a game artist so it’s important to learn about different types engines, and learn what they can do, as in the games industry new inventions and innovative programs keep getting released and updated very quickly so the limit of what one can do with these engines keeps going higher and higher as technology develops.
So what kind of engines are there? 

Well there are a lot of them, and many of them are dependent on a company buying the rights and licenses to use it so some companies try to create their own engine if they have a specialised game they are working on, say an MMORPG like World of Warcraft or a game like Battlefield 3-4 which uses the Frostbite engine.
Frostbite 3 Engine - Used by DICE for Battlefield games

 These are called in-house game engines, which are only accessed by the company itself, while it may be very tedious and long to code and develop these engines, it makes it easier for the artists and developers to work faster and easier on creating the game. It also means if they have a new idea they want to implement, or they have any bugs that they need to fix, they can just update their engine quickly in house without relying on any external companies to do so.
HPL Engine used in Amnesia the Dark Descent

Recently there have been engines that have been released to the public to create their own games and worlds/levels. Which is awesome because that means everyone can learn how to use a game engine, as there are lots of tutorials and articles online about them. 

 I’m just going to go through the ones I’m most familiar with and have used or seen first-hand.
Let’s start with the UDK Engine (Unreal Development Kit)

I used this engine at the end of the first year to make a small scene with all the assets I created during the year. It was easy to get your head around it once you knew the basics. Though it didn’t have real time rendering for dynamic lighting. So that meant you had to create and patch up any lighting errors that occurred using light-maps which aren’t that hard to do, but they can become tedious to do over and over again. So while it had a very easy interface and terrain editing options, the lighting issues were sort of annoying to deal with. 
UDK Engine Scene

But it does mean that it can run on slower computers since all the rendering isn’t real-time, hence it doesn’t need as much graphical and computing power as it would for a more advanced lighting engine. Although why it isn’t the most advanced, it does mean that the lighting can be controlled manually which means that it is a really good engine for any games that want to use a stylised art style instead of opting for the traditional hyper-realistic game environment.


 After doing a bit more research on the UDK engine, I found out this was version of Unreal Engine 3, but a Service Development Kit for it created by Epic games, Hence the name UDK. It was released in 2009 November and according to the EULA, “game developers can sell their games by paying Epic games the cost of $99 USD, and 25% rotalty on UDK related revenure above $50,000 from all UDK-based commercial applications.” So it isn’t entirely free to make and release your own game but it’s pretty good. 

 
I also found out that UDK, really specialises in creating FPS and Third Person Shooter games, and that any other types of games such as MMO’s for example would require a lot more insight and research into how the engine actually works, it’s great for creating worlds and designing levels, however since it isn’t very well documented, when it comes to the programming and coding part of it, it is a lot more difficult and tedious to get your head around how this works and to implement updates and changes to the code, it’s not impossible to create different types of games but it could be done a lot faster with a different engine.

Another Engine which is free to use is CryEngine 3 which is a more advanced engine, I remember seeing it for the first time when the 3rd years from last year were using this engine, and I’ve got to say it looks a lot more visually stunning than UDK, it has real time lighting, so it does take a lot more computing power but, if you want to create realistic worlds with awesome lighting that you still can change and control, I would opt in for this engine.

 
It has been used to create blockbuster games, movies and high-quality simulations. It’s the only engine that has an “all-in-one game development solution for PC, Xbox 360 and the PS3” which is very handy for porting over games. It currently is the fastest high-end renderer in the world which is why it probably produced the most visually stunning blockbuster games like the Crysis series and Ryse: Son of Rome.


We all got to use it for our group project this year, since everyone is doing the Off the Map Brief. I have to say while it’s very visually impressive, the UI and getting your way around the program is a lot more tedious than UDK, it definitely feels a lot more advanced, probably suited for a programmer or someone who likes a lot of statistics and data. I did start to miss the simplicity of the UDK UI and how easy it was to navigate that engine compared to this one. Just bringing in assets and applying materials to them are a lot more tedious than UDK, but at least you don’t have to create light maps so I guess there is that exchange, however the unreal 4 engine which is different from UDK was released not long ago, and I think it’s a good contender for Cry engine, it has that nice simple UI that UDK has and it has awesome lighting just like Cry engine, it even generates light maps automatically! 
Crysis 3 Environment - Beautiful Visuals in Cryengine 3

There are many other engines out there that offer different features and bring more to the table but this is all I’m going to discuss about for now.

No comments:

Post a Comment