List of first-person shooter engines
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This is a sortable list of first-person shooter engines.
This article needs additional citations for verification. (September 2009) |
Early 1970s - Late 1980s: wireframes to flat-shaded 3D
Game engine | First used for | Date | Other first-person shooters |
---|---|---|---|
— | Maze | 1973 | |
— | Spasim | 1974 | |
Arsys Software | Plazma Line | 1984 | Wibarm (1986), Star Cruiser (1988), Star Cruiser 2 (1992) |
Freescape | Driller | 1987 | Dark Side (1988), Total Eclipse (1988), Castle Master (1990), Castle Master II: The Crypt (1990), Total Eclipse II: The Sphinx Jinx (1991) |
— | The Colony | 1988 |
Early 1990s: 2.5D environments and textures
Mid 1990s: 3D texture mapping , beginnings of hardware acceleration
Game engine | First used for | Date | Other first-person shooters |
---|---|---|---|
— | Geograph Seal | 1994 | |
— | Descent | 1995 | Descent II (1996), Descent 3 (1999) |
XnGine | The Terminator: Future Shock | 1995 | The Terminator: SkyNET (1996) |
Quake engine | Quake | 1996 | Hexen II (1997), Malice (1997), X-Men: The Ravages of Apocalypse (1997), Laser Arena (2000), Wrath: Aeon of Ruin (2019) |
SlaveDriver | PowerSlave (Sega Saturn version) | 1996 | Quake (1997, Sega Saturn version), Duke Nukem 3D (1997, Sega Saturn version) |
TurokTech | Turok: Dinosaur Hunter | 1997 | Turok 2: Seeds of Evil (1998), South Park (1998), Turok: Rage Wars (1999), Turok 3: Shadow of Oblivion (2000) |
RareWare Engine | GoldenEye 007 | 1997 | Perfect Dark (2000) |
Sith engine | Star Wars Jedi Knight: Dark Forces II | 1997 | |
id Tech 2 | Quake II | 1997 | Heretic II (1998), SiN (1998), Kingpin: Life of Crime (1999), Soldier of Fortune (2000), Daikatana (2000) |
Lithtech 1.0 | Shogo: Mobile Armor Division | 1998 | Blood II: The Chosen (1998) |
Late 1990s: 32-bit color, GPUs become standard
Early 2000s: increasing detail, outdoor environments, ragdoll physics
Game engine | First used for | Date | Other first-person shooters |
---|---|---|---|
Serious Engine | Serious Sam: The First Encounter | 2001 | Serious Sam: The Second Encounter (2002) |
Real Virtuality | Operation Flashpoint: Cold War Crisis | 2001 | VBS1 (2002), ArmA: Armed Assault (2007), ARMA II (2009) |
Cube Engine | Cube | 2001 | AssaultCube (2008) |
SAGE | Command & Conquer: Renegade | 2002 | |
Unreal Engine 2 | America's Army | 2002 | Unreal Tournament 2003 (2002) Unreal II: The Awakening (2003), Tom Clancy's Rainbow Six 3: Raven Shield (2003), Devastation (2003), Postal 2 (2003), Unreal Tournament 2004 (2004), Thief: Deadly Shadows (2004) |
Refractor 2 | Battlefield 1942 | 2002 | Battlefield Vietnam (2004), Battlefield 2 (2005), Battlefield 2142 (2006) |
Lithtech Jupiter | No One Lives Forever 2: A Spy in H.A.R.M.'s Way | 2002 | Tron 2.0 (2003) |
Mid 2000s: dynamic lighting, early shader implementation
Late 2000s to 2010s: high-resolution textures, widescreen resolution, unified shader model
2020s: 8K, real-time ray-tracing
Game engine | First used for | Date | Other first-person shooters |
---|---|---|---|
id Tech 7 | Doom Eternal | 2020 | Indiana Jones and the Great Circle (2024) |
Source 2 | Half-Life: Alyx | 2020 | Counter-Strike 2 (2023) |
Slipspace | Halo Infinite | 2021 | |
Unreal Engine 5 | Immortals of Aveum | 2023 | RoboCop: Rogue City (2023), The Finals (2023), Concord (2024) |
CryEngine 6 | TBA | TBA |
Specialized engines/engine middle-ware
Some features may be integrated into engines. For instance for trees and foliage a special "engine" is available, SpeedTree, that does just that (or could be integrated into general engines). The Euphoria character's 3D animating engine can be used independently but is integrated in the Rockstar Advanced Game Engine and the game Grand Theft Auto IV.
See also
References
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