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#1 |
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New Member
Join Date: Feb 2011
Posts: 4
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Just wanted to know since it really looks similar and its also the engine that 3D realms used for Prey .
http://en.wikipedia.org/wiki/Prey_(video_game) |
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#2 |
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*Insert Bad Pun Here*
![]() Join Date: Nov 2010
Location: Memphis. But in a weird Ghetto and Civilized hybrid section.
Posts: 1,768
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Duke Nukem Forever, at least as far as we know, runs off a heavily modified Unreal Engine. It runs and processes code like the Unreal Engine, but the actual renderings, lighting patterns, etc are all customized. We like to call it "Duke's Enormous Tool".
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I love you, yet I cannot stand to know you exist.
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#3 |
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French fan of Duke Nukem
![]() Join Date: Oct 2010
Posts: 79
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"Duke Nukem Forever is being developed off an engine that is built to meet the gameplay needs of a Duke Nukem title. All of the major systems such as rendering and animation are custom built. Our developers are focused on making the best game possible, not promoting an engine."
Read the FAQ: http://gbxforums.gearboxsoftware.com...d.php?t=114432 |
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#4 |
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First Access Club Member
![]() Join Date: Sep 2010
Location: USA
Posts: 1,772
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It uses Unreal 2.5 as a base, but almost everything was re-written by 3D Realms so it's almost a new engine.
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"I'll rip out your eyeball and piss on your brain."
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#5 |
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I'd buy that for a dollar
![]() Join Date: Jan 2011
Location: York county,PA
Posts: 6,088
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I think it is unreal engine or some thing I am not sure. The newest ID tech is amazing look up RAGE to see it.
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An Evil dead remake AND a robocop remake? Who woulda thought? |
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#6 |
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New Member
Join Date: Feb 2011
Posts: 4
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Thank you for the replies , and i hope il see you guys in multiplayer on May 3rd
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#7 | |
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First Access Club Member
![]() Join Date: Aug 2010
Location: Faroe Islands
Posts: 170
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Quote:
Not really 2.5 as such more of UE1/UE2 hybrid kind of thing. But yeah you are correct. Basic history: 1997: DNF project started, Q2 engine licensed. But they didn't receive the Q2 source code right away so a couple of guys did early DNF R&D using Q1. Dec 1997: Quake 2 Engine source received. E3 1998: Trailer using heavily modified Q2 Engine released. June 15, 1998: Switch to Unreal Engine announced. 3DR immediately started adding alot of its own modifications to the engine, including a skeletal animation system. All this while continually receiving and implementing updates from Epic. 1999: Switch to the Unreal Tournament version of the engine, first Unreal Engine screenshots shown. E3 2001: Trailer of the UE version shown. Early 2002: 3DR starts re-writing the engine from scratch, writing their own Rendering, Animation, Lighting, etc subsystems. It is around this time they implemented their last UE update, well before UT2K4 shipped with UE2.5. November 2002: DNF's Renderer is basically done(although features have continually been added since). Finally removing incomplete tech as as obstacle. Late 2002/Early 2003: Work on a new generation of content to go with the tech starts. Late September 2004: 3D Realms announces that they have replaced the Karma physics engine they received with their UE license with the Swedish Meqon physics engine. Late 2006 / Early 2007: The Animation system is re-written and multi-threading support is added. Along with some other smaller changes. All they have left from UE is networking, Unrealscript, etc. |
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#8 | |
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I have a massive member.
Join Date: Sep 2010
Posts: 174
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Quote:
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