Unreal Engine: Difference between revisions

no edit summary
mNo edit summary
No edit summary
Line 12: Line 12:
The '''Unreal Engine''' is a [[Wikipedia:Game engine|game engine]] maintained by [[Wikipedia:Epic Games|Epic Games]]. It was initially developed for ''[[Wikipedia:Unreal (1998 video game)|Unreal]]'', a [[1998]] [[Wikipedia:Personal computer|PC]] [[first-person shooter]]. It has remained Epic Games' engine of choice since its inception, with games such as ''[[Wikipedia:Gears of War|Gears of War]]'' and more recently ''[[Wikipedia:Fortnite|Fortnite]]'' being built in the engine, but the engine is most notable for its role as a third-party engine available to any game developer, in exchange for a royalty fee, with thousands of games having been built using it, to date.
The '''Unreal Engine''' is a [[Wikipedia:Game engine|game engine]] maintained by [[Wikipedia:Epic Games|Epic Games]]. It was initially developed for ''[[Wikipedia:Unreal (1998 video game)|Unreal]]'', a [[1998]] [[Wikipedia:Personal computer|PC]] [[first-person shooter]]. It has remained Epic Games' engine of choice since its inception, with games such as ''[[Wikipedia:Gears of War|Gears of War]]'' and more recently ''[[Wikipedia:Fortnite|Fortnite]]'' being built in the engine, but the engine is most notable for its role as a third-party engine available to any game developer, in exchange for a royalty fee, with thousands of games having been built using it, to date.


In [[2019]], alongside the launch of ''[[Halo: Reach]]''{{'}}s port to the game, Unreal Engine 4 (the then-latest version of Unreal Engine) was introduced to ''[[Halo: The Master Chief Collection]]'' to handle the unified UI elements, as the original implementation of the UI was built in a framework that was no longer supported.{{Ref/Site|URL=https://www.halowaypoint.com/en-us/news/mcc-development-update-may-2019.html|Site=Halo Waypoint|Page=MCC Development Update - May 2019|D=21|M=01|Y=2021|LocalArchive=https://archives.halopedia.org/waypoint/www.halowaypoint.com/en-us/news/mcc-development-update-may-2019.html}}
In [[2019]], alongside the launch of ''[[Halo: Reach]]''{{'}}s port to the game, Unreal Engine 4 (the then-latest version of Unreal Engine) was [[Halo: The Master Chief Collection Content Updates (2019-2021)|introduced]] to ''[[Halo: The Master Chief Collection]]'' to handle the unified UI elements, as the original implementation of the UI was built in a framework that was no longer supported.{{Ref/Site|URL=https://www.halowaypoint.com/en-us/news/mcc-development-update-may-2019.html|Site=Halo Waypoint|Page=MCC Development Update - May 2019|D=21|M=01|Y=2021|LocalArchive=https://archives.halopedia.org/waypoint/www.halowaypoint.com/en-us/news/mcc-development-update-may-2019.html}}


According to video game journalist [[Wikipedia:Jason Schreier|Jason Schreier]], during ''[[Halo Infinite]]''{{'}}s [[Development of Halo Infinite|troubled development]], [[343 Industries]] spent months evaluating a potential migration to Unreal Engine instead of ''Halo''{{'}}s traditional engine, the [[Blam engine]]. This was due to the fact that the two decade-old engine, and in particular a constituent toolset entitled [[Faber (toolset)|Faber]], was incredibly hard to work with and had become fraught with [[Wikipedia:Technical debt|technical debt]], making it difficult to update and improve.{{Ref/Site|URL=https://www.bloomberg.com/news/articles/2021-12-08/how-microsoft-s-halo-infinite-went-from-disaster-to-triumph|Site=Bloomberg|Page=How Microsoft’s Halo Infinite Went From Disaster to Triumph|D=21|M=01|Y=2022}}{{Ref/Twitter|jasonschreier|1468588967217938434|Jason Schreier|Quote=343's tool set, Faber, was so difficult to use that they spent months considering a switch to Unreal. (They didn't)|D=21|M=01|Y=2022}} Ultimately, 343 chose not to migrate to Unreal, and instead persevered with the [[Blam engine]], creating a significantly overhauled version for ''Halo Infinite'', which they dubbed the [[Slipspace Engine]].
According to video game journalist [[Wikipedia:Jason Schreier|Jason Schreier]], during ''[[Halo Infinite]]''{{'}}s [[Development of Halo Infinite|troubled development]], [[343 Industries]] spent months evaluating a potential migration to Unreal Engine instead of ''Halo''{{'}}s traditional engine, the [[Blam engine]]. This was due to the fact that the two decade-old engine, and in particular a constituent toolset entitled [[Faber (toolset)|Faber]], was incredibly hard to work with and had become fraught with [[Wikipedia:Technical debt|technical debt]], making it difficult to update and improve.{{Ref/Site|URL=https://www.bloomberg.com/news/articles/2021-12-08/how-microsoft-s-halo-infinite-went-from-disaster-to-triumph|Site=Bloomberg|Page=How Microsoft’s Halo Infinite Went From Disaster to Triumph|D=21|M=01|Y=2022}}{{Ref/Twitter|jasonschreier|1468588967217938434|Jason Schreier|Quote=343's tool set, Faber, was so difficult to use that they spent months considering a switch to Unreal. (They didn't)|D=21|M=01|Y=2022}} Ultimately, 343 chose not to migrate to Unreal, and instead persevered with the [[Blam engine]], creating a significantly overhauled version for ''Halo Infinite'', which they dubbed the [[Slipspace Engine]].