Game engines (679)
4A Games is a video game development studio known for its atmospheric first person shooters Metro 2033 and Metro: Last Light. The studio was established in 2005 by experienced game industry professionals with the aim of creating premium quality games for latest generation consoles and personal computers. All our experience, talent and enthusiasm go into creating games with deep story, unique gameplay elements and highly detailed believable environments.
Adobe Flash Player is the standard for delivering high-impact, rich Web content. Designs, animation, and application user interfaces are deployed immediately across all browsers and platforms, attracting and engaging users with a rich Web experience.
Allegro is a cross-platform library mainly aimed at video game and multimedia programming. It handles common, low-level tasks such as creating windows, accepting user input, loading data, drawing images, playing sounds, etc. and generally abstracting away the underlying platform. However, Allegro is not a game engine: you are free to design and structure your program as you like.
The second version of Ubisoft Montreal's internal development engine, previously known as Scimitar.
The engine was renamed during the development of Assassin's Creed II, releassed in 2009, and was later used for Prince of Persia: The Forgotten Sands, Assassin's Creed: Brotherhood and Assassin's Creed: Revelations.
The engine was renamed again in 2012, during the development of Assassin's Creed III, to AnvilNext.
The third version of Ubisoft Montreal's internal development engine, previously known as Anvil and originally known as Scimitar.
The engine was renamed during the development of Assassin's Creed III, released in 2012.
It was used for the Assassin's Creed III spin-off, Liberation, as well as the series sequel Assassin's Creed IV: Black Flag and Assassin's Creed Rogue.
The engine is currently known as AnvilNext 2.0, changed in 2014 during development of Assassin's Creed Unity.
Pearl Abyss created the "Black Desert" engine specifically for Black Desert Online, to handle the fast rendering required for its seamless world and large-scale castle sieges.
The CANVAS engine is a propritary engine owned by SEGA used in the Valkyria Chronicles series.
From the Valkyria Chronicles wikia:
"The game's visuals, which utilize SEGA's CANVAS graphics engine, resemble a watercolor painting in motion."
It's use is described on the Valkyria Chronicles Remastered website as:
"Hand-drawn watercolor imagery creates a warm graphical motif, while blurred outlines, soft edges, hatching, and visual use of onomatopoeias create an enthralling and vibrant game world. The melded style of 3D graphics and still images allows the player to move freely around a world that appears to have come directly from an artist's sketchbook."
Made entirely by Techland, Chrome Engine® is a complete game development framework for the PC and consoles. It supports all modern game programming technologies and techniques vital for the game creation process. The idea behind Chrome Engine® was to create a powerful game engine with all the features required to create commercial AAA games with advanced visualization, scripting and physics system, integrated networking and artificial intelligence. The main goal was to keep the engine as efficient and easy to use as possible, so that users can configure its parameters with only one mouse-click.
In 2007 the Paradox Development Studio debuted a proprietary game engine, titled Clausewitz (named after the Prussian general Carl von Clausewitz), in Europa Universalis III which has been put to use in every game developed by PDS since. The engine provides a 3D view of part or the totality of the world map, depending on the played game. Sengoku was the first game utilizing the Clausewitz 2.5 engine.
Construct is an HTML5-based 2D game editor, developed by Scirra Ltd. It is aimed primarily at non-programmers, allowing quick creation of games in a drag-and-drop fashion using a visual editor and a behavior-based logic system.
Building on over a decade of continued engine development and refinement, CRYENGINE is used by AAA and indie developers alike to build some of today’s most ambitious games, while remaining 100% royalty-free to allow developers to reap the rewards of their hard work.
CryENGINE® 3 is a highly advanced development solution that surpasses all expectations for the creation of blockbuster games, movies, high-quality simulations, and interactive applications. The third iteration of Crytek's proprietary engine is the only all-in-one game development solution for the PC, Xbox 360™, and PlayStation®3 that is truly groundbreaking in itself.
High Quality Real-Time Graphics
CryENGINE 3 is the fastest high-end renderer in the world, with new features specifically designed for PC, Xbox 360™, and Playstation®3.
Benchmark-setting graphical performance, near-photorealism in indoor and wide-open outdoor environments, and extraordinary real-time special effects are some of the hallmarks of our CryENGINE technology. The CryENGINE 3 renderer provides seamless support for both indoor and outdoor environ-
-ments on current platforms. Our multi-core and future-proof graphics technology ensure that CryENGINE 3 is next-gen ready. With CryENGINE 3, scalability across multiple platforms is a further evolution to enable great looking games – regardless of the target platform.
Advanced Modular AI System
Realistically rendered and animated characters require state-of-the-art AI systems to intelligently respond to the game environment and maintain the illusion of realism. CryENGINE 3 features powerful, scalable, and flexible AI
technology to handle character behaviors with modular sensory systems, such as sight and hearing, and fully support the complex requirements of the character locomotion system.
Characters and faces are some of the most important features of almost all modern high quality titles. CryENGINE 3 brings the most technically advanced, integrated, and scalable animation and graphics technology together to deliver astonishingly real characters to cross-platform
games at no extra licensing cost. As our Crysis series already demonstrated, Crytek are in the vanguard of the quest to achieve realistic characters in real-time graphics and will continue this tradition in the future.
Crystal Space is a framework for developing 3D applications written in C++ by Jorrit Tyberghein and others. It is typically used as a game engine but the framework is more general and can be used for any kind of 3D visualization. It is very portable and runs on Microsoft Windows, Linux, UNIX, and Mac OS X. It is also free software, licensed under GNU Lesser General Public License, and was SourceForge.net's Project of the Month for February 2003.
An engine created by Guerrilla Games for Killzone, and later used for Horizon Zero Dawn, that was simply called "the engine" till Hideo Kojima choose to use it for the creation of Death Stranding.
The name Decima was quickly decided on as a reference to the ancient trade relationship between the Netherlands and Japan.
Kojima Productions was given a copy of the engine's source code and is now collaborating with Guerilla Games on the future of its development.
The DreamWorld graphics engine was developed by Funcom circa 2000. Other computer games powered by DreamWorld technology include Anarchy Online and its various expansion packs. When Funcom began developing Age of Conan: Hyborian Adventures, the company reviewed its existing technology base and decided to focus on the further evolution of their proprietary DreamWorld engine as opposed to licensing a third-party engine like many online RPG companies do. As such, Funcom began to retool their engine with the overall design, pipeline and implementation process was taken into account. In light of these changes, the DreamWorld engine has been rebuilt for Age of Conan: Hyborian Adventures with new features, special effects and optimizations.
A web based Card game maker.
Ego is a modified version of the Neon game engine that was used in Colin McRae: Dirt and was developed by Codemasters and Sony Computer Entertainment using Sony Computer Entertainment's PhyreEngine cross-platform graphics engine. The Ego engine was developed to render more detailed damage and physics as well as render large-scale environments.
Euphoria is a game animation engine.
The Fox Engine is a proprietary cross-platform, cross-generational game engine built by Kojima Productions for use in many Konami games. The engine's development began after the completion of 2008's Metal Gear Solid 4, with the goal of making the "best engine in the world." The engine makes it possible for Kojima Productions to develop multiplatform games with a significantly shortened development time and has been described as the first step for the developer to move away from development for a single platform. The engine is named after FOX, a fictional military unit from the Metal Gear series, wherein is also a reflection of Kojima Productions itself, which based its company logo on FOX's fox emblem.
We provide powerful workflows, pipelines, and runtime solutions for our diverse stable of Frostbite games including shipped Frostbite titles like Battlefield and Need For Speed and upcoming Frostbite titles like Dragon Age and Mass Effect.
Frostbite 3 is the third generation of Frostbite, which made its debut in Battlefield 4.
In the updated engine, the environments became much more dynamic upon the actions of the players and Destruction 4.0, which was known as Levolution in Battlefield 4. Need for Speed Rivals became the second game of its series to use the game engine and the first since the upgrade to Frostbite 3. On 14 July 2015, the game engine was introduced to the sports genre of video games, being put to use on Rory McIlroy PGA Tour. In November, Need for Speed and Star Wars Battlefront were both released under Frostbite 3.
"GameMaker: Studio caters to entry-level novices and seasoned game development professionals equally, allowing them to create cross-platform games in record time and at a fraction of the cost of conventional tools!
In addition to making game development 80 percent faster than coding for native languages, developers can create fully functional prototypes in just a few hours, and a full game in just a matter of weeks."
"GameMaker Studio 2 (Studio 2, GMS2) is the latest and greatest iteration of GameMaker. It provides a powerful yet easy-to-use platform for all your game development needs."
In-house engine created by IO Interactive primarily for their Hitman series, but used in their other projects as well.
Created by IO Interactive for Hitman: Absolution and future projects by the company.
Godot is an advanced, feature-packed, multi-platform 2D and 3D open source game engine.
Godot provides a huge set of common tools, so you can just focus on making your game without reinventing the wheel.
Godot is completely free and open source under the very permissive MIT license. No strings attached, no royalties, nothing. Your game is yours, down to the last line of engine code.
Havok provides a physics engine component and related functions to video games.
The EA SPORTS IGNITE game engine delivers a new level of innovation, further blurring the line between the real-world and the virtual. Developed by EA SPORTS™, games powered by the engine are alive: players think, move and behave like real athletes, with environments as dynamic and ever-changing as real-world stadiums.
With Human Intelligence, True Player Motion and Living Worlds, the way sports games are played has fundamentally changed. EA SPORTS IGNITE is designed to harness the potential of next-generation.
Infinity Engine is a game engine which allows the creation of isometric role-playing video games. It was originally developed by BioWare for a prototype RTS game codenamed Battleground Infinity, which was ultimately re-engineered to become the first installment of the Baldur's Gate series. BioWare used it again in the subsequent installments of the series, but also licensed the engine to Interplay's Black Isle Studios.
Nightdive Studio's proprietary FPS engine used for their enhanced and remastered game releases.
It is believed to be the third version of the engine. Making it an updated version the Kex engine developed by Samuel Villarreal, Senior Programmer at Nightdive, with the original version being his Doom64 EX engine.
The engine was announced and offered to interested developers in May 2019, after the release of Blood: Fresh Supply.
KT Engine is the engine planed and created by Kylotonn for the development of videogames on Steam/Windows, PS4, Xbox One and Nintendo Switch. This technology is the key tool for realizing the strategic vision of the studio.
Kylotonn has a strong technological expertise based on its in-house real-time 3D technology, the KT Engine. At the forefront of the video game industry, this engine is also used for R&D projects on autonomous vehicle in the automotive industry.
Leadwerks Game Engine is the easiest way to make 3D games. Learn everything you need with our comprehensive tutorials. Build games with the world's most intuitive game development system. Publish to Steam Workshop and show your game off to the world with Leadwerks Game Launcher (now available in early access).
Originally the LithTech engine was supposed to be called DirectEngine, as Monolith was developing it for Microsoft to be included as a 3D engine for use with Microsoft's DirectX technology. After failing to secure the deal, Monolith continued development on their own and were able to license the engine, officially renamed to LithTech, to other companies.
LithTech Jupiter EX
As of 2005 the latest public iteration of the LithTech engine was Jupiter Extended (or Jupiter EX), which was featured in F.E.A.R. and Condemned: Criminal Origins, both developed by Monolith. Compared to its precursor Jupiter, the Extended version was driven by a new DirectX 9 renderer and other advancements, including the addition of Havok physics software for improved real-world physics simulation, dynamic per-pixel lighting, bump mapping, normal mapping, and specular highlighting. Along with Havok's character dynamics, Jupiter EX also includes the "Havok Vehicle Kit", which adds support for common vehicle behavior.
Modified LithTech engine
The critically acclaimed Middle-earth: Shadow of Mordor, and Middle-earth: Shadow of War uses a Modified LithTech engine.
An engine developed by SIE London Studio for PlayStation VR.
Luminous Studio, also referred to as Luminous Engine, is an internal development engine used by Square Enix for Direct X11 compatible platforms and has mostly been used in developing Final Fantasy titles.
"MonoGame is an Open Source implementation of the Microsoft XNA 4 Framework. Our goal is to allow XNA developers on Xbox 360, Windows & Windows Phone to port their games to the iOS, Android, Mac OS X, Linux and Windows 8/10.As well as PlayStation Vita, Xbox One and PlayStation 4."
OEngine is a multiplatform C++ engine with an WYSIWIG editor.
The Offset Engine featured; Real-Time Ambient Occlusion, Real-Time Shadows, Cinematic Quality Motion Blur, Depth of Field, Specular Bloom, and Soft Particles, the Offset Engine had more special effects than most other engines currently on the market.
It's Self-Shadow Technique would later be used by Unreal Engine 3 and CryEngine 2.
The Offset Engine was licensed by Red 5 Studios in 2006 to create their MMOFPS game Firefall, but is most notable for its primary game code-named Project Offset, developed by the same creator of the Offset Engine, Offset Software.
"Authored by Relic Entertainment and based on the Darksiders engine. Currently used only in Warhammer 40,000: Space Marine."
PhyreEngine is a game engine from Sony Computer Entertainment compatible with PC, PlayStation Portable, PlayStation Vita, PlayStation 3 and PlayStation 4. It is free to registered developers and licensed for usage on any platform.
The engine was launched during GDC 2008. Version 3.0 was released in 2011.
Without accurate physics simulation even the most beautiful game feels static and lifeless. PhysX taps into the power of NVIDIA’s GeForce GTX GPUs to create incredible effects and scenes filled with dynamic destruction, particle based fluids, and life-like animation.
Rockstar Advanced Game Engine (RAGE) is a game engine developed by the RAGE Technology Group at Rockstar San Diego with contributions by other Rockstar studios. The engine has been used on several different platforms such as Microsoft Windows, Nintendo Wii, PlayStation 3, PlayStation 4, Xbox 360 and the Xbox One. RAGE initially evolved from the Angel Game Engine originally developed by Angel Studios for Midtown Madness and later the sixth generation console era versions of the Midnight Club series and other Rockstar San Diego games.
As the next evolution of the Arma series' backbone, the Real Virtuality™ 4 engine brings with it a host of changes and improvements that bring Arma 3 into the new generation. with significant improvements to animations and sounds, combined with the introduction of Directx 11 and Physx™, the battlefields of Arma have never felt more real.
Arma 3 moves full steam ahead into the next generation of gaming with the inclusion of DirectX 11, allowing for a host of visual improvements that complement the beautiful Mediterranean landscapes of The Republic of Altis and Stratis, above and below the sea. But alongside visual improvements comes performance improvements, allowing for vastly improved rendering techniques that allow for largest battlefields ever seen in the Arma series.
Powered by PhysX, Arma 3 represents a significant leap forward in the simulation of physics in the Arma series. Bringing improvements ranging from the behavior of vehicles, land, sea and air, to the behavior of a thrown grenade, PhysX allows for an even more authentic experience.
Arma 3 has focused intensely on improvements to the handling of animations. The introduction of Combat Pace, a special movement pace designed for faster responses in close quarter combat, and Adjusted Stances, which allow you to get behind and peer over cover better than ever, combined with various other improvements, has created the smoothest and most intuitive control experience the Arma series has seen.
One of the most critical parts of creating a believable world is sound, and Arma 3 is no exception. Representing a significant step forward in the simulation of sound, with a single rifle shot consisting of various different sounds, the proper simulation of the speed of sound, different sounds when inside and outside of vehicles, and more, Arma 3 puts you right in the middle of a living, breathing environment.
Using algorithmic approach, the 'Silvador Tree Generator' program is employed to handle the creation of plants in Arma 3. Licensed from Bohemia Interactive Simulations, this software helps to create a vast array of realistic plant life - adding even more diversity and detail to the Arma 3's atmospheric Altis and Stratis environments.
The Resident Evil engine (RE Engine) is a custom built engine specifically for the long running Capcom game series - Resident Evil. The engine was first developed to support developers as they worked on the Resident Evil 7 game subtitled biohazard. The engine was originally tested through the use of the Kitchen VR demo at E3 2015. The engine intends to give photo-realistic graphics with high attention to detail. Development of the engine was also built with virtual reality in mind, and so the engine features VR development tools.
The RENA engine is developed by Runewaker Entertainment and is used in their games. It is technically based on a IBM development platform but got heavily re-tooled. Aside from "Real Time Editing" The RENA engine is optimized for developing video games and made its first appearance in Runewaker's "Runes Of Magic" (Also known as R.O.M)
The RENA Engine also uses a "Odd" method of loading levels, if the loading screens are stripped away a person is able to see exactly how the engine is loading content, which it does layer by layer, Raw world data is pushed to clients before hand and everything is layered on top of that instead of just being one solid object. Runewaker opts to split things up into multiple chunks and loading it in at once, which does reduce client strain.
The RENA engine also uses LUA scripts to load in its own programming and uses FLASH for UI based elements.
Another "Feature" of the RENA engine is the fact that it accepts HTML formatting, and its heavily used into its own localization process where every kind of text uses HTML formatting (This includes the UI).
Above that something that is notable is the fact that the Client side builds are "editable" which allows a user to technically modify the entire client, BUT this requires high level of knowledge about the engine itself.
Ren'Py is a visual novel engine – used by thousands of creators from around the world – that helps you use words, images, and sounds to tell interactive stories that run on computers and mobile devices. These can be both visual novels and life simulation games. The easy to learn script language allows anyone to efficiently write large visual novels, while its Python scripting is enough for complex simulation games.
Ren'Py is open source and free for commercial use.
To make The Force Unleashed as realistic as possible, LucasArts created a new engine code-named Ronin. But while the majority of its technology is proprietary, LucasArts had no hesitation about licensing third-party technology. It acquired Havok's physics engines; NaturalMotion's Euphoria for realistic, AI-driven character animations and Pixelux's Digital Molecular Matter (DMM), for spectacularly destructible environments.
RPG Maker VX Ace improves every aspect of RPG creation, making it not only the latest, but also the greatest engine in the RPG Maker Series. With multiple tileset support, full autoshadow control, and a flexible features system, Ace gives you the most powerful RPG making tools ever.
Ace provides all the tools you will need to make the game you've always dreamed of. Make your game, your way with all the following features:
An enhanced map editor to build your world.
A Character/Enemy/Skill/Equipment Database with a new powerful, flexible Features system.
New event options, including playing Ogg Theora video.
Expanded default resources, including a built in Character Generator to form your own custom sprites and faces.
Lite is yours to use at no cost for as long as you need it. You can take your time learning the ins and outs of the program, as well as take your time planning out that amazing game. Lite is perfect for people with busy lives and even busier schedules. Need more features? Simply upgrade to RPG Maker VX Ace, and have even more power with your game creation. Including: unlimited events per map, a scripting system and more.
rUGP, short for relic Universal Game Platform, is a game engine designed for visual novels. The relic in the name comes from âge's former name. The engine is considerably more advanced compared to a lot of other game engines designed for visual novels. The engine is also infamous for being extremely crash-happy and causes nightmares to any developers who attempt to reverse engineer it.
The first version of Ubisoft Montreal's internal development engine.
The engine was created for Assassin's Creed, releassed in 2007, and was later used for Shawn White Snowboarding and Prince of Persia, both released in 2008.
With multiple improvements/additions to the engine, its name was changed to Anvil in 2009 while being used for the development of Assassin's Creed II,
The SGE Game Engine ("SGE", pronounced like "Sage") is a general-purpose 2-D game engine. It takes care of several details for you so you can focus on the game itself. This makes more rapid game development possible, and it also makes the SGE easy to learn.
Siglus Engine is a visual novel engine developed by Visual Art's to replace their former Real Live engine.
The Silk Engine is the in-house engine used by the developer Spiders. It is a modified version of Sony's PhyreEngine with its own unique features. All of Spiders productions and complete developments have used the Silk Engine.
"The Silk engine features the latest technologies in graphics (Physical Based Rendering, global illumination, ambient occlusion, multiple shadow casters, advanced image post processing, versatile particles systems…), and runs on PC and on the new generation platforms: PS4 and Xbox One.
A suite of tools and editors has also been developed in order to quickly power high-quality games for these platforms:
-Fully featured level builder (object editing, terrain system, decals, mesh painting, material editing) with layer system, node based editing and real time gameplay tuning
-Face editor with facial animation and multiple blend animation system
-3D sound system and smart dynamic music
-GUI system and international support
-Advanced dialog system and fully featured cutscene editor
-Multi-processor task scheduling
-Streaming and resource management"
The Snowdrop Engine is a game engine developed by Ubisoft Massive for Tom Clancy's The Division. The engine focuses on dynamic global illumination, stunning procedural destruction and a great amount of detail and visual effects.
Source combines leading-edge character animation, advanced AI, real-world physics, shader-based rendering, and a highly extensible development environment to produce some of the most popular computer and console games. These games deliver the most intense, visually-stunning gameplay experiences on modern hardware, while scaling smoothly on older systems, enabling developers to reach a diverse range of gamers.
The Spark Casual Engine is a video game engine developed by Artifex Mundi. The engine is designed to streamline the process of making games that are often called hidden object or puzzle adventure games. The engine is supposed to make it easier for the developers to port their game to other platforms more quickly.
- Spark Casual Engine
Spark Casual Engine™ is a sophisticated toolset dedicated to developement of the HOPA games. Thanks to modular construction, it enables the development of other kinds of casual games like Match3 or Mahjong. Bringing the best practises from console and mobile development, Spark CE offers great quality, stability and outstnading performance. Thanks to the simplifing approach, game developement may require no programming at all! Just use features and gameset delivered with SDK and see how it works for you.
Spark CE supports all of the platforms most important for the casual gamers: Android OS, iDevs, Windows PC, MacOS. Thanks to the solutions used, development for all these platforms may be streamlined and simplified allowing for great savings of both money and time.
The basic philosophy of Spark Casual Engine™ is to make designing a game as easy as possible. This is why the haert of the Spark SDK is a WYSIWIG editor (from: What You See Is What You Get). It is a perfect tool to declare active and passive areas of the scene, add black bar comments, put in particles, prepare animations for the use of items and so on.
One of the most popular forms of animation. Thanks to the use of the easily compressible Theora video compression forma, the cinematics in Spark CE look good while not consuming too many resources.
- In-scene movie
A more sophisticated use of standard movie files. It is easy to create a movie, which is a part of the scene. It may be an animal, character or machine animation. It can be whatever you want.
A build-in editor allows to create both simple and complex particle effects. In both cases the effect is efficient and effective.
- Other features
Hint system, voiceover and localization support, multiversioning
SpeedTree is the premier 3D vegetation modeling and animation software for the gaming, cinema, broadcast, and architectural markets.
Spenefett is a multi-language / polyglot engine that uses C++ and Java. C++ is used for rendering, physics and network while Java is used for all the game logic. Spenefett does not use a separate scripting language like lua. All the game logic is done in Java.
It is known for being the engine used by the Darkfall MMORPG's
The Telltale Tool is a proprietary game engine developed by Telltale, built atop the Lua programming language.
Telltale moved to an improved version of their engine around early 2016, partially implemented first in The Walking Dead: Michonne and fully completed for the release of Batman: The Telltale Series. The new Telltale Tool provided more direct support for DirectX 11 features, including physics-based models, texture mapping and blending, and dynamic lighting and shadows
The Madness Engine is Slightly Mad Studios’ critically acclaimed next-gen, cross-platform game engine and development framework used to create Need For Speed SHIFT and SHIFT 2 Unleashed. SHIFT’s stunning graphics, highly evolved physics, and intense gameplay was made possible by the advanced technologies, tools, and support infrastructure of the Madness Engine...
Torque 3D is the best full source, open source solution available. It is also our flagship engine built on the core strengths of our Front Line Award-winning Torque Game Engine Advanced. Torque 3D has been re-architected for maximum flexibility and performance across a wide-range of hardware. Torque 3D comes equipped with a full suite of tools to allow your team to excel and produce high-quality games and simulations. Torque 3D supports Windows and Browser-based web deployment out of the box.
TW Engine 1 is the first engine developed by The Creative Assembly for their Total War series.
TW Engine 2 is the second engine developed by The Creative Assembly for their Total War series.
TW Engine 3, is the third engine created and used by The Creative Assembly for the development of the Total War series.
The engine uses Warscape, a graphics engine developed by The Creative Assembly.
The 32-bit version of Warscape was used from Empire: Total War till Total War: Attila, and then later changed to 64-bit in the development of Total War: Warhammer and beyond.
Unity is a game development ecosystem: a powerful rendering engine fully integrated with a complete set of intuitive tools and rapid workflows to create interactive 3D and 2D content; easy multiplatform publishing; thousands of quality, ready-made assets in the Asset Store and a knowledge-sharing community.
The 6th version of the Unity engine released on July 10, 2017.
Unity Technologies changed their business model to a subscription system as well as their engine release cycle with this version, now a new version of the engine will be released each year. It will receive 3 updates over the year with the the final version being changed on the release of the next version of the engine, 2017.3.X changes to 2017.4 on release of 2018.0 in this case.
The engine will be supported for 1 year after this change as part of their Long Term Support for the engine, there will be no major updates during this support.
2017.3 was released on December 19, 2017.
2017.3.1 was released on February 7, 2018. The last release before the LTS phase.
2017.4.1 was released on April 24, 2018.
2017.4.17 was released on December 9, 2018. The current LTS release.
The 7th version of the Unity engine released on May 2, 2018.
It will receive 3 updates over the year with a final change on the release of the next version of the engine,
The engine will be supported for 1 year after this change as part of their Long Term Support for the engine, there will be no major updates during this support.
2018.3 was released on December 7, 2017.
The 4th version of the Unity engine released on November 13, 2012.
The final update for this version was 4.7 released on December 17, 2015.
The final patch was 4.7.2 released on May 31, 2016.
Unity 5.0 is Unity Technologies biggest and boldest release so far. Powerful new features in Unity 5 include:
○ The Physically-based Standard Shader to make your materials look consistent in any lighting environment, cross platform.
○ Real-time Global Illumination, built on Geomerics Enlighten technology.
○ The Audio Mixer, to massively improve audio in your game.
○ HDR Reflection Probes to enhance visual fidelity.
○ PhysX 3.3 to bring massive performance improvements to 3D physics.
○ Major updates to the animation system.
○ WebGL preview.
And of course, many more new features and updates. (Check website for full list of features.)
Unreal Engine 4 gives you all the features you need to make just about any game you can dream up! When you get UE4, you have all the rendering horsepower to make a cinematic experience like the Infiltrator demo, and you can also build really simple games like side-scrolling platformers and match-three apps. That call is totally yours to make.
Unreal Engine 3 (UE3) is a computer game engine developed by Epic Games. It is the third generation of the Unreal Engine, designed for DirectX 9-, 10-, and 11-capable PCs, the Xbox 360, the PlayStation 3, and OpenGL-based OSes (Mac OS X, iOS). Its renderer supports many advanced techniques including HDRR, per-pixel lighting, and dynamic shadows, and builds upon the tools available in previous versions of the engine.
Unreal Engine 4 is a complete suite of game development tools made by game developers, for game developers. From 2D mobile games to console blockbusters, Unreal Engine 4 gives you everything you need to start, ship, grow and stand out from the crowd.
Revolutionary new workflow features and a deep toolset empower developers to quickly iterate on ideas and see immediate results, while complete C++ source code access brings the experience to a whole new level.
Unreal Engine technology powers hundreds of games as well as real-time 3D films, training simulations, visualizations and more. Over the past 15 years, thousands of individuals and teams and have built careers and companies around skills developed using the engine.
The Vengeance Engine is a game engine based on Unreal Engine 2/2.5. It was created by Irrational Games to make Tribes: Vengeance.
Games using a version of the Virtools engine (original or modified) by Virtools SA. It contains a 3D rendering engine, a GUI and a behavioral engine library with preset scripts. It is mainly used for adventures, simulations, shoot-em-ups and massive multiplayer games. Virtools can be used to develop Windows, Macintosh and Xbox games, with cross-compatibility.
Wintermute Engine (WME) is a set of software tools and a runtime interpreter (game engine) primarily designed for creating and running graphical adventure games.
XIGNCODE3 is the next generation of gaming security solution mainly for online gaming service, currently patented and registered as a “one-time executable code structure”, which allows levels of various security policies according to company management measurements.
XIGNCODE3 supports more than 2000 game environment clients, and operates under Linux or Windows game servers. We provide all interface codes that are easily applicable in various conditions, such as C/C++/JAVA/C#. In addition, the API is structured in simple fashion for convenient adjustment, allowing easy application and testing without any complicated studies.
The X-Ray Engine is the name of the 3D game engine created by Kiev-based computer game developer GSC Game World. Released on 20 March 2007, the engine is used in the first three S.T.A.L.K.E.R. games released by the company. An upgraded engine was planned for the cancelled game S.T.A.L.K.E.R. 2.