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A first-person shooter engine is a video game engine specialized for simulating 3D environments for use in a
first-person shooter A first-person shooter (FPS) is a video game genre, video game centered on gun fighting and other weapon-based combat seen from a First person (video games), first-person perspective, with the player experiencing the action directly through t ...
video game A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
. First-person refers to the view where the players see the world from the eyes of their characters. Shooter refers to games which revolve primarily around wielding firearms and killing other entities in the game world, either
non-player character A non-player character (NPC) is a character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster (or referee) rather than by a ...
s or other players. The development of the FPS graphic engines is characterized by a steady increase in technologies, with some breakthroughs. Attempts at defining distinct generations lead to arbitrary choices of what constitutes a highly modified version of an 'old engine' and what is a new engine. The classification is complicated as game engines blend old and new technologies. Features considered advanced in a new game one year, become the expected standard the next year. Games with a combination of both older and newer features are the norm. For example, '' Jurassic Park: Trespasser'' (1998) introduced physics to the FPS genre, which did not become common until around 2002. ''
Red Faction ''Red Faction'' is a series of shooter video games developed by Volition and owned by Plaion. Originating in 2001, the ''Red Faction'' games have spanned Microsoft Windows, macOS and consoles, including the PlayStation 2, GameCube, Xbox, Play ...
'' (2001) featured a
destructible environment In video games, destructible environments or deformable terrains are environments that can be destroyed by the player. It may refer to any part of the environment, including terrain, buildings and other man-made structures. A game may feature dest ...
, something still not common in engines years later.


Timeline


1970s and 1980s: Early FPS graphics engines

Game rendering for this early generation of FPS were already from the first-person perspective and with the need to shoot things, however they were mostly made up using
vector graphics Vector graphics are a form of computer graphics in which visual images are created directly from geometric shapes defined on a Cartesian plane, such as points, lines, curves and polygons. The associated mechanisms may include vector displ ...
. There are two possible claimants for the first FPS, ''
Maze War ''Maze'', also known as ''Maze War'', is a 3D multiplayer first-person shooter maze game originally developed in 1973 and expanded in 1974. The first version was developed by high school students Steve Colley, Greg Thompson, and Howard Palmer fo ...
'' and ''
Spasim ''Spasim'' is a 32-player 3D networked space flight simulation game and first-person space shooter developed by Jim Bowery for the PLATO computer network and released in March 1974. The game features four teams of eight players, each controll ...
''. ''Maze War'' was developed in 1973 and involved a single player making his way through a maze of corridors rendered using a fixed perspective.
Multiplayer A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system (couch co-op), on different computing systems via a local area network, or ...
capabilities, where players attempted to shoot each other, were added later and were networked in 1974. ''Spasim'' was originally developed in 1974 and involved players moving through a wire-frame 3D universe. ''Spasim'' could be played by up to 32 players on the
PLATO Plato ( ; Greek language, Greek: , ; born  BC, died 348/347 BC) was an ancient Greek philosopher of the Classical Greece, Classical period who is considered a foundational thinker in Western philosophy and an innovator of the writte ...
network. Developed in-house by Incentive Software, the Freescape engine is considered to be one of the first proprietary 3D engines to be used for computer games, although the engine was not used commercially outside of Incentive's own titles. The first game to use this engine was the
puzzle game A puzzle is a game, problem, or toy that tests a person's ingenuity or knowledge. In a puzzle, the solver is expected to put pieces together ( or take them apart) in a logical way, in order to find the solution of the puzzle. There are different ...
'' Driller'' in 1987.


Early 1990s: Wireframes to 2.5D worlds and textures

Games of this generation often had "3D" in their names but were not capable of full 3D rendering. Instead, they used
ray casting Ray casting is the methodological basis for 3D CAD/CAM solid modeling and image rendering. It is essentially the same as ray tracing (graphics), ray tracing for computer graphics where virtual light rays are "cast" or "traced" on their path from th ...
2.5D techniques to create a seemingly 3D environment from a 2D map, and flat sprites to draw enemies instead of 3D models. These games also began to use textures for environmental geometry instead of simple
wire-frame model In 3D computer graphics, a wire-frame model (also spelled wireframe model) is a visual representation of a three-dimensional (3D) physical object. It is based on a polygon mesh or a volumetric mesh, created by specifying each Edge (geometry ...
s or solid colors. '' Hovertank 3D'', from
id Software id Software LLC () is an American video game developer based in Richardson, Texas. It was founded on February 1, 1991, by four members of the computer company Softdisk: game programmer, programmers John Carmack and John Romero, game designer T ...
, was the first to use this technique in 1990, but was still not using textures, a capability which was added shortly after on ''
Catacomb 3D ''Catacomb 3-D'' (also known as ''Catacomb 3-D: A New Dimension'', ''Catacomb 3-D: The Descent'', and ''Catacombs 3'') is a first-person shooter video game, the third in the '' Catacomb'' series, the first of which to feature 3D computer graphic ...
'' (1991), then with the Wolfenstein 3D engine which was later used for several other games. ''Catacomb 3D'' was also the first game to show the player character's hand on-screen, furthering the implication of the player into the character's role. ''
Wolfenstein 3D ''Wolfenstein 3D'' is a 1992 first-person shooter game developed by id Software and published by Apogee Software and FormGen for DOS. It was inspired by the 1981 Muse Software video game '' Castle Wolfenstein'', and is the third installment ...
'' engine was still very primitive. It did not apply textures to the floor and ceiling, and the
ray casting Ray casting is the methodological basis for 3D CAD/CAM solid modeling and image rendering. It is essentially the same as ray tracing (graphics), ray tracing for computer graphics where virtual light rays are "cast" or "traced" on their path from th ...
restricted walls to a fixed height, and levels were all on the same plane. Even though it was still not using true 3D, id Tech 1, first used in ''
Doom Doom is another name for damnation. Doom may also refer to: People * Doom (professional wrestling), the tag team of Ron Simmons and Butch Reed * Daniel Doom (1934–2020), Belgian cyclist * Debbie Doom (born 1963), American softball pitche ...
'' (1993) and again from
id Software id Software LLC () is an American video game developer based in Richardson, Texas. It was founded on February 1, 1991, by four members of the computer company Softdisk: game programmer, programmers John Carmack and John Romero, game designer T ...
, removed these limitations. It also first introduced the concept of
binary space partitioning In computer science, binary space partitioning (BSP) is a method for space partitioning which recursively subdivides a Euclidean space into two convex sets by using hyperplanes as partitions. This process of subdividing gives rise to a representa ...
(BSP). Another breakthrough was the introduction of multiplayer abilities in the engine. However, because it was still using 2.5D, it was impossible to look up and down properly in ''Doom'', and all ''Doom'' levels were actually two-dimensional. Due to the lack of a z-axis, the engine did not allow for
room-over-room Since the origin of video games in the early 1970s, the video game industry, the players, and surrounding culture have spawned a wide range of technical and slang terms. 0–9 A ...
support. ''Dooms success spawned several games using the same engine or similar techniques, giving rise to the term ''Doom'' clones. The
Build engine The Build Engine is a first-person shooter engine created by Ken Silverman, author of ''Ken's Labyrinth'', for 3D Realms. Like the Doom engine, ''Doom'' engine, the Build Engine represents its world on a 2D computer graphics, two-dimensional grid ...
, used in ''
Duke Nukem 3D ''Duke Nukem 3D'' is a 1996 first-person shooter, first-person shooter game developed by 3D Realms and published by FormGen for MS-DOS. It is a sequel to the platform games ''Duke Nukem (video game), Duke Nukem'' and ''Duke Nukem II'', published ...
'' (1996), later removed some of the limitations of id Tech 1, such as the Build engine being able to have support for
room-over-room Since the origin of video games in the early 1970s, the video game industry, the players, and surrounding culture have spawned a wide range of technical and slang terms. 0–9 A ...
by stacking sectors on top of sectors, but the techniques used remained the same.


Mid 1990s: 3D models, beginnings of hardware acceleration

In the mid-1990s, game engines recreated true 3D worlds with arbitrary level geometry. Instead of sprites the engines used simply textured (single-pass texturing, no lighting details)
polygon In geometry, a polygon () is a plane figure made up of line segments connected to form a closed polygonal chain. The segments of a closed polygonal chain are called its '' edges'' or ''sides''. The points where two edges meet are the polygon ...
al objects.
FromSoftware FromSoftware, Inc. is a Japanese video game developer and publisher. Founded by Naotoshi Zin on November 1, 1986 as a business software developer, the company released their first video game, '' King's Field'', for the PlayStation in 1994. Its s ...
released '' King's Field'', a full polygon free roaming first-person real-time action title for the
Sony is a Japanese multinational conglomerate (company), conglomerate headquartered at Sony City in Minato, Tokyo, Japan. The Sony Group encompasses various businesses, including Sony Corporation (electronics), Sony Semiconductor Solutions (i ...
PlayStation is a video gaming brand owned and produced by Sony Interactive Entertainment (SIE), a division of Japanese conglomerate Sony. Its flagship products consists of a series of home video game consoles produced under the brand; it also consists ...
in December 1994.
Sega is a Japanese video game company and subsidiary of Sega Sammy Holdings headquartered in Tokyo. It produces several List of best-selling video game franchises, multi-million-selling game franchises for arcade game, arcades and video game cons ...
's
32X The 32X is an video game accessory, add-on for the Sega Genesis video game console. Codenamed "Project Mars", it was designed to expand the power of the Genesis and serve as a transitional console into the History of video game consoles (fifth ...
release '' Metal Head'' was a first-person shooter mecha simulation game that used fully
texture-mapped Texture mapping is a term used in computer graphics to describe how 2D images are projected onto 3D models. The most common variant is the UV unwrap, which can be described as an inverse paper cutout, where the surfaces of a 3D model are cut ap ...
, 3D polygonal graphics. A year prior, Exact released the Sharp X68000 computer game ''Geograph Seal'', a fully 3D polygonal first-person shooter that employed
platform game A platformer (also called a platform game, and sometimes a jump 'n' run game) is a subgenre of action game in which the core objective is to move the player character between points in an environment. Platform games are characterized by levels wi ...
mechanics and had most of the action take place in free-roaming outdoor environments rather than the corridor labyrinths of ''Wolfenstein 3D''. The following year, Exact released its successor for the PlayStation console, '' Jumping Flash!'', which used the same game engine but adapted it to place more emphasis on the platforming rather than the shooting. The ''Jumping Flash!'' series continued to use the same engine. '' Dark Forces'', released in 1995 by
LucasArts Lucasfilm Games (known as LucasArts between 1990 and 2021) is an American video game brand licensing, licensor, former video game developer and video game publisher, publisher, and a subsidiary of Lucasfilm. It was founded in May 1982 by George ...
, has been regarded as one of the first "true 3-D" first-person shooter games. Its engine, the Jedi Engine, was one of the first engines to support an environment in three dimensions: areas can exist next to each other in all three planes, including on top of each other (such as stories in a building). Though most of the objects in ''Dark Forces'' are sprites, the game does include support for textured 3D-rendered objects. Another game regarded as one of the first true 3D first-person shooter is
Parallax Software Deep Silver Volition, LLC (formerly Parallax Software Corporation and Volition, Inc.) was an American video game developer based in Champaign, Illinois. Mike Kulas and Matt Toschlog founded the company as Parallax Software in June 1993, develop ...
's 1994 shooter ''
Descent Descent may refer to: As a noun Genealogy and inheritance * Common descent, concept in evolutionary biology * Kinship, one of the major concepts of cultural anthropology **Pedigree chart or family tree **Ancestry **Lineal descendant **Heritage ** ...
''. The
Quake engine The ''Quake'' engine (part of id Tech 2) is the game engine developed by id Software to power their 1996 video game '' Quake''. It featured true 3D real-time rendering. Since 1999, it has been licensed under the terms of GNU General Publi ...
('' Quake'', 1996) used fewer animated sprites and used true 3D geometry and lighting, using elaborate techniques such as
z-buffering A z-buffer, also known as a depth buffer, is a type of data buffer used in computer graphics to store the depth information of fragments. The values stored represent the distance to the camera, with 0 being the closest. The encoding scheme may ...
to speed up the rendering. Levels in ''Quake'' and some subsequent engines are made with geometry objects called
brushes A brush is a common tool with bristles, wire or other filaments. It generally consists of a handle or block to which filaments are affixed in either a parallel or perpendicular orientation, depending on the way the brush is to be gripped during u ...
, which allow for map construction in three dimensions, rather than 2D maps projected in 3D, as ''Doom'' had done. ''Quake'' was also the first true-3D game to use a special map design system to preprocess and pre-render the 3D environment: the 3D environment in which the game took place (referred for the first time as a
Map A map is a symbolic depiction of interrelationships, commonly spatial, between things within a space. A map may be annotated with text and graphics. Like any graphic, a map may be fixed to paper or other durable media, or may be displayed on ...
) was simplified during the creation of the map to reduce the processing required when playing the game. Static
lightmap A lightmap is a data structure used in lightmapping, a form of surface caching in which the brightness of surfaces in a virtual scene is pre-calculated and stored in texture maps for later use. Lightmaps are most commonly applied to static o ...
s and 3D light sources were also "baked" at render time and added to the BSP files storing the levels. These features allowing for more realistic lighting than had previously been possible. The first
Graphics processing unit A graphics processing unit (GPU) is a specialized electronic circuit designed for digital image processing and to accelerate computer graphics, being present either as a discrete video card or embedded on motherboards, mobile phones, personal ...
s appeared in the late 1990s, but many games still supported software rendering at that time. id Tech 2 (''
Quake II ''Quake II'' is a 1997 first-person shooter, first-person shooter game developed by id Software and published by Activision. It is the second installment of the Quake (series), ''Quake'' series, following ''Quake (video game), Quake''. Develope ...
'', 1997) was one of the first games to take advantage of hardware accelerated graphics (
id Software id Software LLC () is an American video game developer based in Richardson, Texas. It was founded on February 1, 1991, by four members of the computer company Softdisk: game programmer, programmers John Carmack and John Romero, game designer T ...
later reworked ''Quake'' to add
OpenGL OpenGL (Open Graphics Library) is a Language-independent specification, cross-language, cross-platform application programming interface (API) for rendering 2D computer graphics, 2D and 3D computer graphics, 3D vector graphics. The API is typic ...
support to the game).
GoldSrc GoldSrc (pronounced "Gold Source"), sometimes called the ''Half-Life'' engine, is a proprietary game engine developed by Valve. At its core, GoldSrc is a heavily modified version of id Software's ''Quake'' engine. It made its debut in 1998 with ...
, the engine derived from the
Quake engine The ''Quake'' engine (part of id Tech 2) is the game engine developed by id Software to power their 1996 video game '' Quake''. It featured true 3D real-time rendering. Since 1999, it has been licensed under the terms of GNU General Publi ...
by
Valve A valve is a device or natural object that regulates, directs or controls the flow of a fluid (gases, liquids, fluidized solids, or Slurry, slurries) by opening, closing, or partially obstructing various passageways. Valves are technically Pip ...
for ''
Half-Life Half-life is a mathematical and scientific description of exponential or gradual decay. Half-life, half life or halflife may also refer to: Film * Half-Life (film), ''Half-Life'' (film), a 2008 independent film by Jennifer Phang * ''Half Life: ...
'' (1998), added
Direct3D Direct3D is a graphics application programming interface (API) for Microsoft Windows. Part of DirectX, Direct3D is used to render three-dimensional graphics in applications where performance is important, such as games. Direct3D uses hardware ...
support, and a
skeletal A skeleton is the structural frame that supports the body of most animals. There are several types of skeletons, including the exoskeleton, which is a rigid outer shell that holds up an organism's shape; the endoskeleton, a rigid internal fram ...
framework to better render the
NPCs A non-player character (NPC) is a character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster (or referee) rather than by a ...
, and also greatly improved the NPCs artificial intelligence (AI) compared to the Quake engine.


Late 1990s: Full 32-bit color, and GPUs become standard

This period saw the introduction of the first video cards with Transform, clipping, and lighting (T&L). The first card with this innovative technology was the
GeForce 256 The GeForce 256 is the original release in Nvidia's "GeForce" product line. Announced on August 31, 1999 and released on October 11, 1999, the GeForce 256 improves on its predecessor (RIVA TNT2) by increasing the number of fixed Graphics pipelin ...
. This card was superior to what 3dfx had to offer at the time, namely Voodoo3, which only fell short because the lack of T&L. Companies such as
Matrox Matrox Graphics, Inc. is a producer of graphics card, video card components and equipment for personal computers and workstations. Based in Dorval, Quebec, Canada, it was founded in 1976 by Lorne Trottier and Branko Matić. The name is derived ...
with their G400, and S3 with their Savage4 were forced to withdraw from the 3D gaming market during this time period. One year later, ATI released their Radeon 7200, a true competing graphics card line. While all games of this period supported 16-bit color, many were adopting 32-bit color (really 24-bit color with an 8-bit alpha channel) as well. Soon, many benchmark sites began touting 32-bit as a standard. The
Unreal Engine Unreal Engine (UE) is a 3D computer graphics game engine developed by Epic Games, first showcased in the 1998 first-person shooter video game '' Unreal''. Initially developed for PC first-person shooters, it has since been used in a variety of ...
, used in a large number of FPS games since its release, was an important milestone at the time. It used the Glide API, specifically developed for
3dfx 3dfx Interactive, Inc. was an American computer hardware company headquartered in San Jose, California, founded in 1994, that specialized in the manufacturing of 3D graphics processing units, and later, video cards. It was a pioneer in the f ...
GPUs, instead of
OpenGL OpenGL (Open Graphics Library) is a Language-independent specification, cross-language, cross-platform application programming interface (API) for rendering 2D computer graphics, 2D and 3D computer graphics, 3D vector graphics. The API is typic ...
. Probably the biggest reason for its popularity was that the engine architecture and the inclusion of a
scripting language In computing, a script is a relatively short and simple set of instructions that typically automation, automate an otherwise manual process. The act of writing a script is called scripting. A scripting language or script language is a programming ...
made it easy to mod it. One other improvement of Unreal compared to the previous generation of engines was its networking technology, which greatly improved the scalability of the engine on
multiplayer A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system (couch co-op), on different computing systems via a local area network, or ...
.
id Tech 3 id Tech 3, popularly known as the ''Quake III Arena'' engine, is a game engine developed by id Software for its 1999 game ''Quake III Arena''. It has subsequently been used in numerous games. Commercially, id Tech 3 competed with early version ...
, first used for '' Quake III Arena'', improved from its predecessor by allowing to store much more complex and smoother animations. It also had improved lighting and shadowing and introduced
shader In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene—a process known as '' shading''. Shaders have evolved to perform a variety of s ...
s and curved surfaces.


Early 2000s: Increasing detail, outdoor environments, and rag-doll physics

New graphics hardware provided new capabilities, allowing new engines to add various new effects, such as particle effects or fog, as well as increase texture and polygon detail. Many games featured large outdoor environments, vehicles, and
rag-doll physics Ragdoll physics is a type of procedural animation used by physics engines, which is often used as a replacement for traditional static death animations in video games and animated films. As computers increased in power, it became possible to ...
. Average Video Hardware requirements: a GPU with hardware T&L such as the DirectX 7.0
GeForce 2 The GeForce 2 series (NV15) is the second generation of Nvidia's GeForce line of graphics processing units (GPUs). Introduced in 2000, it is the successor to the GeForce 256. The GeForce 2 family comprised a number of models. The ''GeForce 2 GT ...
or Radeon 7200 was typically required. The next-generation
GeForce 3 The GeForce 3 series (NV20) is the third generation of Nvidia's GeForce line of graphics processing units (GPUs). Introduced in February 2001, it advanced the GeForce architecture by adding programmable pixel and vertex shaders, multisample ant ...
or
Radeon 8500 The R200 is the second generation of GPUs used in Radeon graphics cards and developed by ATI Technologies. This GPU features 3D acceleration based upon Microsoft Direct3D 8.1 and OpenGL 1.3, a major improvement in features and performan ...
were recommended due to their more efficient architecture, though their DirectX 8.0 vertex and pixel shaders were of little use. A handful of games still supported DirectX 6.0 chipsets such as RIVA TNT2 and Rage 128, and software rendering (with an integrated
Intel GMA The Intel Graphics Media Accelerator (GMA) is a series of integrated graphics processors introduced in 2004 by Intel, replacing the earlier Intel Extreme Graphics series and being succeeded by the Intel HD and Iris Graphics series. This serie ...
), though this was apparent that even a powerful CPU could not compensate for the lack of hardware T&L. Games engines originally developed for the PC platform, like the
Unreal Engine 2 Unreal Engine 2 (UE2) is the second version of Unreal Engine developed by Epic Games. Unreal Engine 2 transitioned the engine from software rendering to hardware rendering and brought support for multiple platforms such as video game consoles. T ...
, started to be adapted for sixth generation consoles like
PlayStation 2 The PlayStation 2 (PS2) is a home video game console developed and marketed by Sony Interactive Entertainment, Sony Computer Entertainment. It was first released in Japan on 4 March 2000, in North America on 26 October, in Europe on 24 Novembe ...
or
GameCube The is a PowerPC-based home video game console developed and marketed by Nintendo. It was released in Japan on September 14, 2001, in North America on November 18, 2001, in Europe on May 3, 2002, and in Australia on May 17, 2002. It is the suc ...
, those now having the computer power to handle graphic-intensive video games.


Mid 2000s: Lighting and pixel shaders, physics

The new generation of graphics chips allowed
pixel shader In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene—a process known as '' shading''. Shaders have evolved to perform a variety of s ...
-based textures,
bump mapping Bump mapping is a texture mapping technique in computer graphics for simulating bumps and wrinkles on the surface of an object. This is achieved by perturbing the surface normals of the object and using the perturbed normal during lighting calcul ...
, and lighting and shadowing technologies to become common. Shader technologies included
HLSL The High-Level Shader Language or High-Level Shading Language (HLSL) is a proprietary shading language developed by Microsoft for the Direct3D 9 API to augment the shader assembly language, and went on to become the required shading language ...
(for
DirectX Microsoft DirectX is a collection of application programming interfaces (APIs) for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. Originally, the names of these APIs all began with "Direct" ...
),
GLSL OpenGL Shading Language (GLSL) is a high-level shading language with a syntax based on the C programming language. It was created by the OpenGL ARB (OpenGL Architecture Review Board) to give developers more direct control of the graphics pipe ...
(for
OpenGL OpenGL (Open Graphics Library) is a Language-independent specification, cross-language, cross-platform application programming interface (API) for rendering 2D computer graphics, 2D and 3D computer graphics, 3D vector graphics. The API is typic ...
), or Cg. This resulted in the obsolescence of DirectX 7.0 graphics chips such as the widespread
GeForce 2 The GeForce 2 series (NV15) is the second generation of Nvidia's GeForce line of graphics processing units (GPUs). Introduced in 2000, it is the successor to the GeForce 256. The GeForce 2 family comprised a number of models. The ''GeForce 2 GT ...
and Radeon 7200, as well as DirectX 6.0 chipsets such as RIVA TNT2 and Rage 128, and integrated on-board graphics accelerators. Until this generation of games, a powerful CPU was able to somewhat compensate for an older video card. Average Video Hardware requirements: minimum was a
GeForce 3 The GeForce 3 series (NV20) is the third generation of Nvidia's GeForce line of graphics processing units (GPUs). Introduced in February 2001, it advanced the GeForce architecture by adding programmable pixel and vertex shaders, multisample ant ...
or
Radeon 8500 The R200 is the second generation of GPUs used in Radeon graphics cards and developed by ATI Technologies. This GPU features 3D acceleration based upon Microsoft Direct3D 8.1 and OpenGL 1.3, a major improvement in features and performan ...
, strongly recommended was the GeForce FX, Radeon 9700 (or other cards with Pixel shader 2.x support). The Radeon 9700 demonstrated that
anti-aliasing Anti-aliasing may refer to any of a number of techniques to combat the problems of aliasing in a sampled signal such as a digital image or digital audio recording. Specific topics in anti-aliasing include: * Anti-aliasing filter, a filter used b ...
(AA) and/or
anisotropic filtering In 3D computer graphics, anisotropic filtering (AF) is a technique that improves the appearance of Texture filtering, textures, especially on surfaces viewed at sharp Viewing angle, angles. It helps make textures look sharper and more detailed ...
(AF) could be fully usable options, even in the newest and most demanding titles at the time, and resulted in the widespread acceptance of AA and AF as standard features. AA and AF had been supported by many earlier graphics chips prior to this but carried a heavy performance hit and so most gamers opted not to enable these features. With these new technologies game engines featured seamlessly integrated indoor/outdoor environments, used shaders for more realistic animations (characters, water, weather effects, etc.), and generally increased realism. The fact that the GPU performed some of the tasks that were already done by the
CPU A central processing unit (CPU), also called a central processor, main processor, or just processor, is the primary processor in a given computer. Its electronic circuitry executes instructions of a computer program, such as arithmetic, log ...
, and more generally the increasing processing power available, allowed to add realistic physics effects to the games, for example with the inclusion of the Havok physics engine in most video games. Physics had been already added in a video game in 1998 with '' Jurassic Park: Trespasser'', but limited hardware capabilities at the time, and the absence of a
middleware Middleware is a type of computer software program that provides services to software applications beyond those available from the operating system. It can be described as "software glue". Middleware makes it easier for software developers to imple ...
like Havok to handle physics had made it a technical and commercial failure.
id Tech 4 id Tech 4, popularly known as the ''Doom 3'' engine, is a game engine developed by id Software and first used in the video game ''Doom 3''. The engine was designed by John D. Carmack, John Carmack, who also created previous game engines, such a ...
, first used for ''
Doom 3 ''Doom 3'' is a 2004 first-person shooter, first-person shooter game developed by id Software and published by Activision. ''Doom 3'' was originally released for Microsoft Windows on August 3, 2004, adapted for Linux later that year, and Vide ...
'' (2004), used an entirely dynamic per-pixel lighting, whereas previously, 3D engines had relied primarily on pre-calculated per-vertex lighting or
lightmap A lightmap is a data structure used in lightmapping, a form of surface caching in which the brightness of surfaces in a virtual scene is pre-calculated and stored in texture maps for later use. Lightmaps are most commonly applied to static o ...
s and
Gouraud shading Gouraud shading ( ), named after Henri Gouraud (computer scientist), Henri Gouraud, is an interpolation method used in computer graphics to produce continuous shading of surfaces represented by Polygon mesh, polygon meshes. In practice, Gouraud ...
. The
Shadow volume Shadow volume is a technique used in 3D computer graphics to add shadows to a rendered scene. It was first proposed by Frank Crow in 1977 as the geometry describing the 3D shape of the region occluded from a light source. A shadow volume divides ...
approach used in ''Doom 3'' permitted more realistic lighting and shadows, but this came at a price as it could not render soft shadows, and the engine was primarily good indoors. This was later rectified to work with vast outdoor spaces, with the introduction of MegaTexture technology in the
id Tech 4 id Tech 4, popularly known as the ''Doom 3'' engine, is a game engine developed by id Software and first used in the video game ''Doom 3''. The engine was designed by John D. Carmack, John Carmack, who also created previous game engines, such a ...
engine. The same year,
Valve A valve is a device or natural object that regulates, directs or controls the flow of a fluid (gases, liquids, fluidized solids, or Slurry, slurries) by opening, closing, or partially obstructing various passageways. Valves are technically Pip ...
released ''
Half-Life 2 ''Half-Life 2'' is a 2004 first-person shooter game developed and published by Valve Corporation. It was published for Windows on Valve's digital distribution service, Steam. Like the original ''Half-Life'' (1998), ''Half-Life 2'' is played ent ...
'', powered by their new Source engine. This new engine was notable in that, among other things, it had very realistic facial animations for
NPCs A non-player character (NPC) is a character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster (or referee) rather than by a ...
, including what was described as an impressive
lip-syncing Lip sync or lip synch (pronounced , like the word ''sink'', despite the spelling of the participial forms ''synced'' and ''syncing''), short for lip synchronization, is a technical term for matching a speaking or singing person's lip movements ...
technology.


Late 2000s: The approach to Photorealism

Further improvements in
GPUs A graphics processing unit (GPU) is a specialized electronic circuit designed for digital image processing and to accelerate computer graphics, being present either as a discrete video card or embedded on motherboards, mobile phones, personal ...
like Shader Model 3 and Shader Model 4, made possible by new graphic chipsets as GeForce 7 or Radeon X1xxx series, allowed for improvements in graphic effects. Developers of this era of 3D engines often tout their increasingly
photorealistic Photorealism is a genre of art that encompasses painting, drawing and other graphic media, in which an artist studies a photograph and then attempts to reproduce the image as realistically as possible in another medium. Although the term can b ...
quality. Around the same time
esports
were beginning to gain attention. These engines include realistic
shader In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene—a process known as '' shading''. Shaders have evolved to perform a variety of s ...
-based materials with predefined physics, environments with procedural and
vertex shader In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene—a process known as '' shading''. Shaders have evolved to perform a variety of s ...
-based objects (
vegetation Vegetation is an assemblage of plants and the ground cover they provide. It is a general term, without specific reference to particular Taxon, taxa, life forms, structure, Spatial ecology, spatial extent, or any other specific Botany, botanic ...
, debris, human-made objects such as books or tools),
procedural animation A procedural animation is a type of computer animation used to automatically generate animation in real-time to allow for a more diverse series of actions than would otherwise be tedious using predefined animations. Procedural animation is us ...
, cinematographic effects (
depth of field The depth of field (DOF) is the distance between the nearest and the farthest objects that are in acceptably sharp focus (optics), focus in an image captured with a camera. See also the closely related depth of focus. Factors affecting depth ...
,
motion blur Motion blur is the apparent streaking of moving objects in a photograph or a sequence of frames, such as a film or animation. It results when the image being recorded changes during the recording of a single exposure, due to rapid movement or l ...
, etc.), high-dynamic-range rendering, and unified lighting models with soft shadowing and volumetric lighting. However, most of engines capable of these effects are evolutions of engines from the previous generation, such as
Unreal Engine 3 Unreal Engine 3 (UE3) is the third version of Unreal Engine developed by Epic Games. Unreal Engine 3 was one of the first game engines to support multithreading. It used DirectX 9 as its baseline graphics API, simplifying its rendering code. The ...
, the Dunia Engine and
CryEngine 2 CryEngine (stylized as CRYENGINE) is a game engine designed by the German game developer Crytek. It has been used in all of their titles with the initial version being used in ''Far Cry (video game), Far Cry'', and continues to be updated to sup ...
,
id Tech 5 id Tech 5 is a proprietary software, proprietary game engine developed by id Software. It followed its predecessors, id Tech 1, id Tech 2, 2, id Tech 3, 3 and id Tech 4, 4, all of which had subsequently been published under the GNU General Publi ...
(which was used with '' Rage'' and makes use of the new Virtual Texturing technology). The first games using
Unreal Engine 3 Unreal Engine 3 (UE3) is the third version of Unreal Engine developed by Epic Games. Unreal Engine 3 was one of the first game engines to support multithreading. It used DirectX 9 as its baseline graphics API, simplifying its rendering code. The ...
were released in November 2006, and the first game to use
CryEngine 2 CryEngine (stylized as CRYENGINE) is a game engine designed by the German game developer Crytek. It has been used in all of their titles with the initial version being used in ''Far Cry (video game), Far Cry'', and continues to be updated to sup ...
(''
Crysis ''Crysis'' is a first-person shooter video game series created by Crytek. The series revolves around a group of military protagonists with " nanosuits", technologically advanced suits of armor that give them enhanced physical strength, speed, ...
'') was released in 2007.


Early 2010s: Graphic technique mixes

Further improvements in
GPUs A graphics processing unit (GPU) is a specialized electronic circuit designed for digital image processing and to accelerate computer graphics, being present either as a discrete video card or embedded on motherboards, mobile phones, personal ...
like Shader Model 5, made possible by new graphic chipsets as GeForce 400 series or
Radeon HD 5000 series The Evergreen series is a family of graphics processing unit, GPUs developed by Advanced Micro Devices for its Radeon line under the ATI Technologies, ATI brand name. It was employed in Radeon HD 5000 graphics card series and competed directly w ...
and later, allowed for improvements in graphic effects. such as Dynamic
Displacement Mapping Displacement mapping is an alternative computer graphics technique in contrast to bump, normal, and parallax mapping, using a texture or height map to cause an effect where the actual geometric position of points over the textured surface are ...
and
Tessellation A tessellation or tiling is the covering of a surface, often a plane, using one or more geometric shapes, called ''tiles'', with no overlaps and no gaps. In mathematics, tessellation can be generalized to higher dimensions and a variety ...
. As of 2010, two upcoming evolutions of major existing engines had been released:
Unreal Engine 3 Unreal Engine 3 (UE3) is the third version of Unreal Engine developed by Epic Games. Unreal Engine 3 was one of the first game engines to support multithreading. It used DirectX 9 as its baseline graphics API, simplifying its rendering code. The ...
in DirectX 11 which powered Samaritan Demo (which is used with '' Batman: Arkham City'', '' Batman: Arkham Knight'' and more DX11 based UE3 games) and
CryEngine 3 CryEngine (stylized as CRYENGINE) is a game engine designed by the German game developer Crytek. It has been used in all of their titles with the initial version being used in '' Far Cry'', and continues to be updated to support new consoles and ...
, which powers ''
Crysis 2 ''Crysis 2'' is a first-person shooter video game developed by Crytek, published by Electronic Arts and released in North America, Australia and Europe in March 2011 for Microsoft Windows, PlayStation 3, and Xbox 360. Officially announced on Jun ...
'' and '' 3''. Few companies had discussed future plans for their engines; id Tech 6, the eventual successor to id Tech 5, was an exception. Preliminary information about this engine which was still in early phases of development tended to show that
id Software id Software LLC () is an American video game developer based in Richardson, Texas. It was founded on February 1, 1991, by four members of the computer company Softdisk: game programmer, programmers John Carmack and John Romero, game designer T ...
was looking toward a direction where ray tracing and classic
raster graphics upright=1, The Smiley, smiley face in the top left corner is a raster image. When enlarged, individual pixels appear as squares. Enlarging further, each pixel can be analyzed, with their colors constructed through combination of the values for ...
would be mixed. However, according to
John Carmack John D. Carmack II (born August 21, 1970) is an American computer programmer and video game developer. He co-founded the video game company id Software and was the lead programmer of its 1990s games ''Commander Keen'', ''Wolfenstein 3D'', ''Do ...
, the hardware capable of id Tech 6 did not yet exist. The first title using the engine, ''
Doom Doom is another name for damnation. Doom may also refer to: People * Doom (professional wrestling), the tag team of Ron Simmons and Butch Reed * Daniel Doom (1934–2020), Belgian cyclist * Debbie Doom (born 1963), American softball pitche ...
'', was released in mid 2016. In September 2015,
Valve A valve is a device or natural object that regulates, directs or controls the flow of a fluid (gases, liquids, fluidized solids, or Slurry, slurries) by opening, closing, or partially obstructing various passageways. Valves are technically Pip ...
released
Source 2 Source 2 is a video game engine developed by Valve. The engine was announced in 2015 as the successor to the original Source engine, with the first game to use it, ''Dota 2'', being ported from Source that same year. Other Valve games such as ...
in an update to ''
Dota 2 ''Dota 2'' is a 2013 multiplayer online battle arena (MOBA) video game by Valve Corporation, Valve. The game is a sequel to ''Defense of the Ancients'' (''DotA''), a community-created Mod (video gaming), mod for Blizzard Entertainment's ''War ...
''.


See also

*
Game engine A game engine is a software framework primarily designed for the development of video games which generally includes relevant libraries and support programs such as a level editor. The "engine" terminology is akin to the term " software engine" u ...
* List of game engines *
List of first-person shooter engines This is a sortable list of first-person shooter engines. Early 1970s - Late 1980s: wireframes to flat-shaded 3D Early 1990s: 2.5D environments and textures Mid 1990s: 3D texture mapping , beginnings of hardware acceleration Late 1990s: 32 ...


References

{{DEFAULTSORT:First-Person Shooter Engine