Unreal Engine: Diferenzas entre revisións

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===Unreal Engine 1===
<!-- {{Software
| namenome = Unreal Engine 1
| released = [[Unreal (1998 video game)|Unreal]] build 100 / {{Start date and age|1998|05}}
| latestúltima_versión release version = [[Unreal Tournament]] build 436
| data_última_versión = Novembro de 2000
| latest release date = {{Start date and age|2000|11}}
| programming language = [[C++]] , UnrealScript, [[Assembly language|Assembly]]<ref>{{cite web|url=http://www.gamasutra.com/view/feature/4035/from_the_past_to_the_future_tim_.php?print=1|title=From The Past To The Future: Tim Sweeney Talks|work=[[Gamasutra]]|publisher=[[UBM plc]]|date=May 25, 2009|accessdate=February 8, 2015|first=Benj|last=Edwards}}</ref>
| operatingsistema_operativo system = [[Windows]], [[Linux]], [[OS X]]
| platform = [[Windows]], [[OS X]], [[Linux]], [[Dreamcast]], [[PlayStation 2]]
| licenselicenza = = [[ProprietarySoftware softwarepropietario|ProprietaryPropietaria]]
}}
Estreándose en 1998 co videoxogo ''[[Unreal (videoxogo de 1998)|Unreal]]'', a primeira xeración do Unreal Engine integraba [[renderizado]], [[detección de colisións]], [[intelixencia artificial|IA]], visualización, [[rede de computadoras|capacidades de rede]], ''[[script|scripting]]'' e manexo de [[sistema de ficheiros]] nun motor completo. Unreal Engine 1 fornecía un [[rasterización|rasterizador]] por software avanzado<ref name="Unreal Engine 1">{{cite web | url=http://www.moddb.com/engines/unreal-engine-1 | title=Unreal Engine 1 | accessdate=2012-06-17}}</ref> e un método de renderizado acelerado por [[hardware]] usando a [[API]] [[Glide]], desenvolvida específicamente para [[Unidade de procesamento gráfico|GPUs]] [[3dfx Interactive|3dfx]],<ref name="Doom2Dunia3">{{cite web
 
Making its debut in 1998 with ''[[Unreal (1998 video game)|Unreal]]'', the first generation Unreal Engine integrated [[Rendering (computer graphics)|rendering]], [[collision detection]], [[artificial intelligence|AI]], visibility, [[Computer networking|networking]], scripting, and [[file system]] management into one complete engine. Unreal Engine 1 provided an advanced software [[Rasterisation|rasterizer]]<ref name="Unreal Engine 1">{{cite web | url=http://www.moddb.com/engines/unreal-engine-1 | title=Unreal Engine 1 | accessdate=2012-06-17}}</ref> and a hardware-accelerated rendering path using the [[Glide API]], specifically developed for [[3dfx Interactive|3dfx]] [[GPU]]s,<ref name="Doom2Dunia3">{{cite web
| url=http://www.maximumpc.com/article/features/3d_game_engines?page=0%2C3
| title=Doom to Dunia: A Visual History of 3D Game Engines
| author=Paul Lily
| date=July 21, de xullo de 2009
| publisherpáxina-web=[[Maximum PC]]
| accessdate=5 de xullo de 2009-07-05}}</ref> andrecibindo wasactualizacións updatedposteriores forpara [[OpenGL]] ande [[Direct3D]]. The release of ''[[Unreal Tournament]]'' marked great strides in both network performance and Direct3D and OpenGL support.
 
TheEste enginemotor becamefíxose popular duepola tosúa the[[arquitectura modularde enginesoftware|arquitectura architecturemodular]] ande thea inclusioninclusión ofdunha alinguaxe de ''scripting'' language calledchamada [[#UnrealScript|UnrealScript]], whichque madefacilitaba ita easycreación tode [[Modmod (video gamingvideoxogos)|modmods]], includingincluíndo totalconversións conversionstotais likecoma ''[[Tactical Ops: Assault on Terror|Tactical Ops]]''.<ref>{{cite web|url=http://www.beyondunreal.com/articles/history-of-unreal-part-1/?page=2|title=History of Unreal - Part 1|date=May 31, de maio de 2005|quote=''Probably the biggest draw to Unreal was the ability to mod it. Tim Sweeney (Founder of Epic) wrote a simple scripting engine into the game called UnrealScript.''|publisher=beyondunreal.com|accessdate=5 de xullo de 2009-07-05}}</ref><ref name="informitUnreal">{{cite web|url=http://www.informit.com/articles/article.aspx?p=1377834|title=Introduction to Unreal Technology|date=July21 21,de xullo de 2009|publisher=[[InformIT (publisher)|InformIT]]|accessdate=8 de agosto de 2009-08-08|authors=Jason Busby, Zak Parrish, Jeff Wilson}}</ref>
 
From the[[Tim startSweeney]], thecreador enginedo wasmotor designede infundador ade way[[Epic toGames]], bedeclarou extensiblenunha andentrevista improvedde over1998 multiplecoa generationsrevista of''[[Maximum games,PC]]'' asque creatordende ando founderseu ofcomezo [[Epico Games]]motor [[Timdeseñárase Sweeneyde (gameforma developer)|Timque Sweeney]]fose statedextensible ine mellorable a 1998través interviewde withmúltiples magazinexeracións ''[[Maximumde PC]]''xogos.<ref name="maximumPC">{{cite journal | url=https://books.google.co.uk/books?id=1AEAAAAAMBAJ&lpg=PT8&dq=Tim%20Sweeney%20epic&pg=PT8#v=onepage&q=Tim%20Sweeney%20epic&f=false | title=Maximum PC | author=McDonald, T. Liam |date=November 1998 | volume=3 | issue=10 | pages=43 | ISSN= 1522-4279}}</ref> -->
 
===Unreal Engine 2===