This document discusses the history and architecture of 3D game engines. It covers engines from id Software like RAGE and id Tech, as well as Unreal Engine. It describes the core components of a 3D game engine including scene management, rendering modules, and material systems. It also discusses cross-platform solutions, techniques for minimizing draw calls, and specific technologies like parallel-split shadow maps and deferred rendering. The presentation concludes with a discussion of Unity and questions from the audience.
8. id Software
SoftDisk
▪ Port games from Apple to PC
▪ PC ver. Mario
Founded id Software in 1991. 2 .1
Apogee
▪ Commander Keen
▪ Wolfenstein 3D: texture mapping, perspective
projection, raycasting
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9. Mid-1990s: Id tech engine series
id Tech 1 – Doom, Doom II
▪ BSP
▪ PVS
▪ LAN, Deathmatch
id Tech 2 – Quake, Quake II, Half-Life
▪ 3Dfx Voodoo, OpenGL
▪ Colored lighting
▪ Lightmap
▪ WAN
id Tech 3 – Quake III, COD
▪ Fixed-function shader script
▪ Dynamic shadow
▪ Bot
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10. id Tech 4 – Doom III, Quake IV
▪ C++ based
▪ Physics
▪ Shader model
▪ Per-pixel lighting
▪ Bump mapping
▪ Skeletal animation
id Tech 5
▪ Mega texture
▪ Parallax mapping
▪ Motion blur, bloom
id Tech 6…
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43. Platform
Non-platform-dependency codes dependency
codes
Abstract
layer
Software
Scene
Render Layer Game Logic development
Manager
kit
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44. Unity
Microsoft Windows , Mac OS X, Xbox 360,
PlayStation 3, Wii, iPad, iPhone, Android, Web
browser
Future: Flash, Google Native Client, Linux, Roku2
5000 USD
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