Eigene Spiele mit der Unreal Engine 3 erstellen? Ja! Kostenlos!
Am 9. November 2009 | 1:04 Uhr von Simon in Sonstiges, Unreal Engine 3 geposted.Wer schon mit den Gedanken gespielt hat, ein eigenes Spiel mit der Unreal Engine 3 zu gestalten, kann dies jetzt mit Hilfe des Unreal Development Kits machen!
Ja, richtig gehört! Hier bekommt ihr die komplette Unreal Engine 3 von Epic Games geschenkt! Das einzige was ihr nicht dürft, die damit erstellten Spiele Kommerziell nutzen, denn dann wird eine kleine Lizenz fällig (eher viel). Lizenzvertrag (englisch)
Alles was ihr dazu benötigt, ist ein 562 Mb Download, und zwar das Unreal Developement Kit. In diesem Download stecken alle Tools, die benötigt werden, um komplett eigene Spiele mit Hilfe der Unreal Engine 3 zu Entwickeln!

Hier mal eine kleine Auflistung der Games mit der Unreal Engine 3 (unvollständig):
Assassin's Creed 1, Assassin's Creed 2, All Point Bulletin, Alpha Protocol, America's Army 3, Aliens: Colonial Marines, Army of Two, Batman: Arkham Asylum, Brothers in Arms: Hells Highway, BioShock, BioShock 2, Borderlands, Elveon, Frontlines: Fuel of War, Gears of War, Gears of War 2, I am Alive, Mass Effect, Mass Effect 2, Medal of Honor: Airborne, Mirror's Edge, Parabellum, Saw, Section 8, Strangehold, Rainbow Six: Vegas, Rainbow Six: Vegas 2, Unreal 3
Ihr solltet aber die Englische Sprache beherrschen, denn wenn man damit etwas machen möchte, ist dies unbedingt Erforderlich, denn die komplette Dokumentation und so weiter ist auf Englisch!
Ein interessantes Video Tagebuch des Entwicklers Psyonix:
So, nun präsentiere ich euch die Killing Features, weshalb die Unreal Engine 3 so beliebt und gut ist: ![]()
Features
Powered by award-winning Unreal Engine 3 technology, UDK’s feature set is packed with power and ease of use.These are just a few of the top-level features used by many of the world’s best game developers to create outstanding games.
Build better, build faster, build more dynamically.
Build with UDK.
Complete Editing Environment
UnrealEd’s power is readily available and easily accessed. It gives you everything you need to build your world in record time. Its brush-based architectural system lets you create huge environments via drag-and-drop. UnrealEd features the following tools:
- Terrain Editor, a landscape design tool. Supports geometry editing and painting of alpha layers onto terrain to control blending and decoration, collision data and displacement maps.
- Material Editor, an intuitive visual tool for designing materials and shaders.
- Mesh Editor, for previewing meshes and adjusting physics properties. Also includes support for simplification of meshes, generating LODs and texture coordinates and fracturing objects.
- Animation Editors, for configuring skeletal animation behavior, designing complex animation states, and binding them to in-game events such as sounds and script notifications.
- Foliage Editor, based on the tree creation and modeling tools of SpeedTree, for highly customized design of a wide array of trees, plants, flowers, etc.
- Unreal PhAT, the Physics Asset Tool for creating physics rigs for characters and objects (e.g. ragdolls).
- Unreal Cascade, a particle physics and environmental effects editor.
- Unreal Matinee, a powerful tool for authoring in-game cinematics.
- Unreal Kismet, a visual scripting language.
- UI Editor, a style-based designer for user interfaces. Includes built-in support for importing True Type fonts.
- Sound Cue Editor, for sequencing audio events and adjusting sound properties.
- Post-process editor, for chaining together after-effects such as motion blur and depth of field.
- Unreal Content Browser, a powerful Object Browser for organizing game assets of all types, including a robust Content Tagging system.
- Scene Manager, with ample geometry and lighting statistics to help your teams optimize scene complexity and performance.
- Reference Graph viewer, to keep track of your level’s asset dependencies automatically.
Pure Rendering Power
UDK supports all modern per-pixel lighting and rendering techniques, including normal mapped, parameterized Phong lighting; custom artist-controlled per material lighting models including anisotropic effects; virtual displacement mapping; light attenuation functions; pre-computed shadow masks and directional light maps. UDK provides volumetric environmental effects that integrate seamlessly into any environment. Camera, volume and opaque object interactions are all handled per-pixel. Worlds created with UDK can easily feature multi-layered, global fog height and fog volumes of multiple densities. UDK also supports real-time structural analysis for producing destructible environments as well as high-performance texture streaming. Additionally, UDK’s scalability settings ensure your game will play on a wide range of PC configurations.
State-of-the-Art Animation
UDK supports up to four bone influences per vertex, allowing for subtle nuances in all your scenes. Full mesh and bone LOD support is also built right into UDK. The AnimSet Viewer tool will organize your animations and help you browse through your meshes. This gives you the ability to add game-specific notifications at specific points of the animation and allows you to place sockets on bones to be used for attaching objects to the skeleton during gameplay. Animation is driven by an AnimTree, a tree of animation nodes including:
- Blend controllers, performing an n-way blend between nested animation objects.
- Data-driven controllers, encapsulating motion capture or hand animation data.
- Physics controllers, tying into the rigid body dynamics engine for ragdoll player and NPC animation and physical response to impulses.
- Procedural skeletal controllers, for game features such as having an NPC's head and eyes track a player walking through the level.
- Inverse Kinematics solver for calculating limb pose based on a goal location (e.g. for foot placement).
- Group animations, handling notifications for the whole group. Synchronize all or a subset of them.
- Morph target animation, allowing the control of morph target blend weights from animation data, with support for material control as well. Morph animation can be authored in Maya and morph data can be exported via ActorX. Skeletal animation can now control vertex and material animation, with preview in the AnimSet Viewer.
- Plus, there are no restrictions on the number of animations playing at the same time, number of blends, or post-processing operations.
Powerful Scripting
- Power UnrealScript features a built-in compiler and integrated preprocessor. Java and C++ programmers can jump right in to scripting.
- Simplicity Artists and level designers can string together actions, inputs and events in Unreal Kismet to dictate how the world flows and how the player interacts without having to touch a single line of code.
- Flexibility Unreal Kismet supports math, conditional logic and event handling to create new script actions.
- Prototyping Have an interesting idea for a character feature, object type or gameplay mechanic? Use Unreal Kismet to throw it together and test it out.
Real World Physics
- Unreal PhAT Visual physics modeling tool built right into UnrealEd. Build and tweak your physics directly with this in-editor.
- Intense Physics Rigid bodies, soft bodies, elastics, ragdoll characters and dismemberable objects are directly in your control.
- Animation Blending Combine physics and animations in new ways by blending existing animations together.
- Vehicle Support Fully integrated vehicle physics support allows you to easily add vehicles, for use by the player or AI, both solo and online.
- Crowd System UDK’s flocking technology allows you to simulate crowds of hundreds of characters within a scene.
- Destructible Environments UnrealEd’s fracture tool allows you or your player to realistically tear your entire world apart, piece by piece.
Eye-popping Lighting and Shadows
- Illuminate UDK gives you all the options to perfectly light any scene. Ambient occlusion, per-pixel lighting, fill lighting and fully dynamic specular lighting and reflections are all possible with UE3.
- Unreal Lightmass Unreal Lightmass is an advanced global illumination solver. Light your world with a single sun, giving off soft shadows, and let the diffuse interreflection (color bleeding) do the work.
- Detailed Shadows Advanced shadowing with support for four techniques:
- Dynamic stencil shadow volumes.
- Dynamic characters casting dynamic soft shadows.
- Ultra high-quality and high-performance pre-computed shadow masks.
- Directional light mapping with static shadowing and diffuse normal-mapped lighting. An unlimited number of lights can be pre-computed and stored in a single set of texture maps.
Gorgeous Cinematics
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- Movie director-class control over all of the objects in a scene, as well as cameras and cuts.
- Track-based, non-linear style editing system with support for controlling object movement and animation, playing audio, cutting between cameras, toggling particles, field-of-view and much more.
- Easily created key frames for actors and objects, which can be manipulated directly in-editor.
- Post-processing effects such as fades, depth of field, bloom and color filtering effects can be easily animated and fine-tuned for each camera shot.
- Ability to animate interactive, physical objects in the game such as doors and platforms.
- High resolution frame-dumping allows for saving out pre-rendered source images to create cinematics that can be played back offline or converted to a standard video format.
- Robust user interface with support for loop ranges, key/time snapping, playback speed controls, color-coded tracks, automatic key reduction, copy/paste and undo/redo.
Terrain
- Terrain building and editing tool
- Uses a dynamically deformable base height map extended by multiple layers of smoothly blended materials including displacement maps, normal maps and arbitrarily complex materials, dynamic LOD-based tessellation and vegetation layers with procedurally-placed meshes.
- Terrain is considered an actor in UDK, and therefore its shape is easily controlled via a height map in a paintbrush-like manner. Painting and sculpting geography is a simple task handled with the sweep of the mouse.
- Artist-controlled layers of procedural weathering
- Advanced controls over lighting and collision
Built-in Networking
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- Internet and LAN play support.
- Client-server model support for up to 64 players.
- Support for non-dedicated listen servers.
- Gameplay feature support in network play.
- Vehicle-based multiplayer games.
- Competitive team games with NPCs or bots.
- Co-operative play in single-player focused games.
- Auto-downloading and caching content.
- User-created maps, bonus packs, complete game mods and more can be downloaded on the fly.
Materials and Real-time Shaders
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- Modular material framework.
- Add new shader programs.
- Connect shader components to other components on the fly, resulting in dynamic composition and compilation of shader code.
- Cross-platform material shader generation.
- Automatic optimization of generated shaders.
- Unconstrained material attributes evaluated per-pixel.
- Material instances, allowing the same material to be reused with different parameters.
- Static switches.
- Template materials reduce artist workload.
- Automatic or user-defined fallback materials for scalability.
Broad Audio Support
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- Support for the latest major audio compression scheme for all platforms.
- Optimized support for Ogg Vorbis compression and decompression.
- 3D sound positioning, spatialization and attenuation.
- Multi-channel playback (4.0, 5.1).
- Batch control of pitch, volume, attenuation, Sound Actors, Sound Groups, compression and other parameters.
- Extensive debugging tools monitor resource usage.
- Visual Sound Cue Editor in UnrealEd for complete control over sounds, sound levels, sequencing, looping, filtering, modulation, pitch shift and randomization.
Particle Effects
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- Easily create visual effects for games and cinematics.
- Preview any visual effect in real time exactly as it is seen in the game itself.
- Make dynamic tweaks to an effect such as an explosion or a burning fire without any turnaround time.
- Unreal Cascade interacts with many different systems to create an intuitive, efficient and integrated environment for true creative freedom.
- It’s built around the concept of modules, so adding a new feature is as simple as adding a new module, which drops in and integrates seamlessly with existing functionality.
Artificial Intelligence
The UDK Navigation mesh implementation optimizes the performance and memory usage of AI in many scenarios relative to traditional node-based navigation systems, thanks to a more efficient representation and less reliance on collision-detection for movement. UDK also provides an up-to-date implementation of the robust and well-tested node-based navigation system used in Unreal Engine games over the last 12 years.
Navigation mesh system provides an accurate representation of an AI's traversable space via a connected graph of convex polygons:
- Memory footprint is reduced with the decrease in nodes being stored.
- Less nodes means less time fixing up cross-level pathing information.
- Pathfinding times go down as the density of the graph being searched shrinks.
- Better representation of the world results in better pathing behavior.
- Paths are automatically generated.
Furthermore, you can add crowds of animated characters to a map with UDK's flocking technology, which directs character movements and animations through a network of crowd destinations and Kismet interaction. UDK's crowd system gives you complete control over the movement and interaction of crowd agents with players and other NPCs using a "plug-in" behavior system.
Distributed Computing
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Developed to power UDK’s global illumination solution, Swarm speeds up the process by telling the computer what jobs to do and when to do them. By delegating the workload, it makes the process of global illumination much faster by transparently spreading out applications over your entire network.
Swarm is an extremely flexible job distribution system that is currently used to accelerate Unreal Engine 3’s new global illumination system, Unreal Lightmass, with outstanding results. Designed in to accelerate lighting computations, Swarm can manage clusters of computers of mixed brands, configurations, and performance levels, automatically distributing tasks on-demand and employing a transparent distributed cache system that allows for dramatically increased performance.
Think of what Swarm does as if it were creating a virtual, 100s-of-cores system. Computations that can be performed in parallel will be distributed to the entire network of systems available, multiplying performance many times over, bringing something extremely time-consuming, like global illumination, into the once-thought-impossible realm of iterative development.
Swarm is configured and managed entirely through a visual interface that provides detailed information about jobs in progress, including both local and remote agents participating in the job, and color-coded activity per worker thread on all agents.
Destructible Environments
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UDK’s fracture tool makes it possible to create remarkably interactive, deformable worlds. Easily craft all types of destructible environments and objects that break apart just as you would expect them to in real life.
Splinter walls and floors layer by layer. Blow apart rocky structures chunk by chunk. Add cool physics elements and particle effects. UDK gives you total control over destruction.
Destructible environments enable scene elements to break apart and collapse realistically.
Whether you’re building a photorealistic world or a highly stylized environment, you can make any mesh crumble to pieces with UDK’s structural analysis tool.
- Easily slice static meshes to create fracture meshes.
- Modify chunk size and quantity for desired impact and performance.
- Instantly add fracturable assets by dropping them into your game world.
Bink Video Codec
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Get Bink videos playing in less than an hour, even if your game requires real-time integration with pixel shaders.
Bink supports a wide range of screen resolutions, and mixing audio into Bink videos is a snap.
- Scale data rate and adjust sound playback for an optimal end-user experience.
- Use the Miles Sound System (5.1 or 7.1 multi-channel output), DirectSound, or WaveOut for sound output.
- Benefit from super-fast MMX optimized YUV to RGB converters to 16-bit, 32-bit, and 24-bit RGB.
SpeedTree Foliage Editor
Generate virtual foliage in real time using SpeedTree, the award-winning solution for animating wind-blown trees, lush jungles, thick forests and more.
Design just the tree you want, then fill your world with vast numbers of animated, naturally-lit models.
UDK is fully integrated with SpeedTree, the industry’s leading foliage editing software.
Take advantage of SpeedTree’s forest rendering capabilities.
- Leverage SpeedTree’s excellent rendering quality with support built-in for shadow mapping, translucency, ambient occlusion, per-pixel lighting, alpha-to-coverage and more.
Need a mountainous vista, a dramatic valley, or a peaceful meadow? UDK’s SpeedTree integration includes abundant terrain engines.
FaceFX Facial Animation
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UDK ships with FaceFX, the cutting-edge solution that enables developers to create realistic facial animation from audio files.
FaceFX makes it easy to batch process thousands of WAV files for your game, add expressions to a single animation without ruining the lip-synchronization, tweak an animation to perfection, or integrate the entire solution into your art pipeline.
Everyone can experience the power of generating high-quality facial animations with FaceFX directly from UnrealEd.
- Animate normal maps with custom Unreal Engine 3 Face Graph nodes.
- Trigger FaceFX animations from Unreal Matinee.
- Import and export XML files for pipelines using FaceFX 2009 and FaceFX 1.7.x in UE3.
Every aspect of the FaceFX pipeline is customizable, from speech targets to gesture curves. With direct support for the FBX file format and plug-ins in 3D Studio Max, Maya, XSI, and MotionBuilder, FaceFX interfaces seamlessly with the best tools in the business.
Am besten solltet ihr euch die Readme anschauen, dort sind alle benötigten Links zur Dokumentation enthalten.
Welcome to Unreal Development Kit powered by Unreal Engine 3
This Readme file contains detailed information and troubleshooting tips for the Unreal Development Kit (UDK). You can find more information at http://udn.epicgames.com/Three/DevelopmentKitBuildUpgradeNotes.html
UDK includes upgrades made to Unreal Engine 3 following the release of Unreal Tournament 3.
This version of UDK is early. The runtime is an active work in progress that will have frequent updates and releases.
Contents
A. System Requirements
B. Installation
C. Using the Editor
D. Getting Help
E. Known Configuration Issues
F. Known Graphics IssuesGraphics Card Drivers and Manufacturers
Graphics Card Manufacturers’ Web Sites
G. Known Hardware Issues
H. General Audio IssuesA. System Requirements
UDK requires a personal computer with the following system configuration:
Minimum:
- Windows XP SP2 or Windows Vista
- 2.0+ GHz processor
- 2 GB system RAM
- SM3-compatible video card
- 3 GB free hard drive space
Recommended for Content Development:
- Windows Vista 64 SP2
- 2.0+ GHz multi-core processor
- 8 GB system RAM
- NVIDIA 8000 series or higher graphics card
- Plenty of HDD space
The UDK will install .NET Framework 3.5 Service Pack 1 if you don't already have it. This will require an internet connection.
B. Installation
Run the UDK installer (UDKInstall.exe)
This will install UDK to a new folder based on the release date of this version. This is to make sure this version doesn't use any old Epic-provided content. However, you should be able to open old user-created content in the new version of the editor.
The UDK editor can then be run from the Programs menu.C. Using the Editor
Note: Respect the rights of others. By making custom content available, you acknowledge that you are solely responsible for that content. You agree that you have all necessary rights to make any content publicly available and that it complies with all applicable laws and does not violate the rights of any person or entity.
For more information on working with this game editor, see http://udn.epicgames.com/Three/DevelopmentKitGettingStarted.html
For information on setting up Swarm see
http://udn.epicgames.com/Three/Swarm.html
http://udn.epicgames.com/Three/SwarmDevelopmentAndSetup.htmlD. Getting Help
Epic Games, Inc. will not be providing direct support for this product.
There is, however, a wealth of information about UDK available on the Unreal Developer Network:
- http://udn.epicgames.com/Three/DevelopmentKitHome.html
- http://udn.epicgames.com/Three/DevelopmentKitGettingStarted.html
- http://udn.epicgames.com/Three/DevelopmentKitBuildUpgradeNotes.html
Community forums are also available:
E. Known Configuration Issues
Visit the official Web site for the latest updates and support information: http://www.udk.com
Certain keys on non-English keyboards do not function correctly: On some non-English keyboards, certain keys do not work as expected. In other words, what appears when you press the key is not what is printed on the key. To fix this problem, remap any problem keys.
F. Known Graphics Issues
Video Settings: The default game settings chosen for the UDK are very aggressive, prioritizing visual acuity over performance. You should experiment with your video settings to find the best balance for your PC and for games that you create.
You can override these settings in the [SystemSettings] section of UTGame\Config\UTEngine.ini:
http://udn.epicgames.com/Three/SystemSettings.htmlGame authors can prepare their game to automatically scale these settings based on machine performance by preparing their DefaultCompat.ini as explained here:
http://udn.epicgames.com/Three/AppCompat.htmlThe "setres" command can also be used to lower your resolution to provide better performance as well
SETRES [height]x[width][w|f] -- changes the resolution (w = windowed; f = fullscreen)
For example: setres 800x600fWhen using the game editor, windows can get rendered behind viewports: To fix this problem, do not use the game editor with a floating taskbar.
Graphics Card Drivers and Manufacturers
Be sure that you have installed the latest driver for your graphics card. Many video issues will be resolved simply by updating your graphics card's drivers. UDK may not properly detect some older graphics cards because their video drivers are not DirectX 9.0c compliant. Contact your graphics card manufacturer for updated drivers, or install the latest reference drivers for your graphics card chipset. Note that many reference drivers are not supported by the chipset manufacturer.
Graphics Card Manufacturers’ Web Sites3Dlabs—http://www.3dlabs.com/
AOPEN—http://www.aopen.com/
Asus—http://www.asus.com/
ATI—http://www.amd.com/
Canopus—http://www.canopus.com/
Creative Labs—http://www.creative.com/
Gainward—http://www.gainward.com/
Guillemot/Hercules—http://www.guillemot.com/
I/O Magic—http://www.iomagic.com/
Jaton—http://www.jaton.com/
Leadtek—http://www.leadtek.com/
Matrox—http://www.matrox.com/
Micro-Star International (MSI)—http://www.msicomputer.com/
NVIDIA—http://www.nvidia.com/
PNY—http://www.pny.com/
Silicon Integrated Systems Corporation (SiS)—http://www.sis.com/
VIA Technologies—http://www.via.com.tw/en/index.jsp
VisionTek—http://www.visiontek.com/G. Known Hardware Issues
1 -- NVIDIA cards with on-board SLI have issues displaying certain property windows with multi-gpu mode turned off.
H. General Audio Issues
http://udn.epicgames.com/Three/AudioSystem.html#Known%20Issues
If you do experience audio crashes, try running without sound by appending " -nosound" to the UDK editor shortcut.
Copyright © 1998-2009. Epic Games, Inc. All rights reserved. ActorLineCheck, An Efficient Parametric Algorithm for Octree Traversal by J.Revelles/C.Ureña/M.Lastra (University of Granada, Spain). Uses Bink Video, Copyright © 1997-2009 by RAD Game Tools, Inc. Convex Decomposition Library: Copyright © 2007 by John W. Ratcliff. libresample: Copyright © 2006 Feeling Software. libXML2: Copyright © 1998-2003 Daniel Veillard. All Rights Reserved. Mersenne Prime Twister (SSE version): Copyright © 2006, 2007 Mutsuo Saito, Makoto Matsumoto and Hiroshima University. All rights reserved. This product includes code licensed from NVIDIA. PhysX SDK, Copyright © 2006 NVIDIA Corporation. All rights reserved. Ogg Vorbis Audio Compression, Copyright © 2009, Xiph.Org Foundation. Vorbis Quality Improvements, Copyright © 2003-2008 Aoyumi Vorbis SSE Optimisations, Copyright © 1994-2006. Zlib, Copyright © 1995-2004 Jean-loup Gailly and Mark Adler.
This computer program, the characters, artwork, trademarks and all other conceivable intellectual property rights related to this software are protected by copyright laws and international treaties. This product was produced through the efforts of many people who earn their livelihood from its lawful use under license. The unauthorized use, copying, or distribution of this game or any portion will be prosecuted and may result in civil or criminal penalties.
Seid ihr an ein paar Tutorials von mir interessiert, wie man denn nun mit der Unreal Engine 3 Dinge anstellen kann? Schreibt mal was dazu in den Kommentaren!





