List of first-person shooter engines
{{Short description|None}}
{{see also|List of game engines}}
{{more citations needed|date=September 2009}}
This is a sortable list of first-person shooter engines.
Early 1970s - Late 1980s: wireframes to flat-shaded 3D
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width=20%|Game engine
!width=30%|First used for !width=12px|Date ! Other first-person shooters |
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{{N/A}}
| Maze | 1973 | |
{{N/A}}
| Spasim | 1974 | |
Arsys Software
| 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) |
{{N/A}}
| 1988 | |
Early 1990s: 2.5D environments and textures
Mid 1990s: 3D texture mapping , beginnings of hardware acceleration
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width=20%|Game engine
!width=30%| First used for !width=12px|Date ! Other first-person shooters |
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{{N/A}}
| 1994 | |
{{N/A}}
| 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
| 1997 | Turok 2: Seeds of Evil (1998), South Park (1998), Turok: Rage Wars (1999), Turok 3: Shadow of Oblivion (2000) |
RareWare Engine
| 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
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width=20%|Game engine
!width=30%| First used for !width=12px|Date ! Other first-person shooters |
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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
| 2002 | |
Unreal Engine 2
| 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
| 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
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width=20%|Game engine
!width=30%| First used for !width=12px|Date ! Other first-person shooters |
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id Tech 7
| 2020 |
Source 2
|2020 |Counter-Strike 2 (2023) |
Slipspace
| 2021 | |
Unreal Engine 5
| 2023 |RoboCop: Rogue City (2023), The Finals (2023), Concord (2024) |
id Tech 8
| 2025 | |
CryEngine 6
| {{tableTBA}} | {{tableTBA}} |
Specialized engines/engine middle-ware
{{Unreferenced section|date=January 2018}}
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
{{reflist|2}}
{{Video game engines}}
{{DEFAULTSORT:First-person shooter engines}}