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UnrealTournament2003 |
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Last updated by Vito Miliano (UdnStaff), for document creation. Original author was Vito Miliano (UdnStaff).
- Unreal Tournament 2003
- The Bloodsport of the Future
- Digital Extremes Takes the Lead
- Screenshots
- Resources
- Official Resources
- Mod Developer Resources
- References
Unreal Tournament 2003 is the sequel to 1999's multiple "Game of the Year" award winner. It uses the very latest Unreal Engine technology where graphics, sound and gameplay are taken beyond the bleeding edge.
Unreal Tournament 2003 is a lightning-fast, no-holds-barred sport of the future, where warriors face off like the Gladiators of ancient Rome to determine the ultimate combatant. Superhuman reflexes, awesome weapons and the skill to use them effectively are what separate the good from the bad, the living from the dead, the victor from vanquished.1
Digital Extremes (DE), based in London, Ontario, Canada, developed Unreal Tournament 2003. They, along with Epic Games of Raleigh, North Carolina, USA designed and created the original Unreal and Unreal Tournament. Unreal Tournament 2003 has seen their partnership pay off again as the power of the Unreal Engine from Epic and the depth and design of gameplay from DE conspire to deliver the ultimate sports combat experience.2
Lead by DE lead programmer Steve Sinclair, they've added some exciting features to their game, the most noticeable being the dynamic particle system. This is one of the two DE technologies that absolutely wowed the press at E3. When you fire a missile into a cloud of smoke (as in the example shown here - click on image for a larger version), or a character runs though it, the smoke realistically dissipates.
They also used this to simulate dusty areas illuminated by light beaming through windows and again the dust moves around the air realistically as it gets disturbed by moving objects. Explosions, ground fog, mist, fire effects and awesome smoke trails off projectiles were all created with DE's fantastic particle system.
Another stunning effect is projective textures. Projective textures are used to create, among other things, soft-edge ultra-detailed real-time shadows that cast on the world as well as the objects and characters within it. The intricate shadows not only render over the characters and the environments but also over the particles as those particles are blown around by things flying through the air! DE has also implemented detailed character shadows that grow and shrink realistically as characters move around within the world and had UC? up and running on Xbox before we released the first Unreal Engine build with Xbox support.3
Features similar to these have since been integrated into the standard Unreal engine codebase.
4
- News section of the official Unreal Tournament 2003 web site, http://www.unrealtournament2003.com/?news
- About section of the official Unreal Tournament 2003 web site, http://www.unrealtournament2003.com/?about
- August 2001 update of Epic Games' Unreal Engine News page, http://www.epicgames.com/unrealenginenews.html
- Gallery section of the official Unreal Tournament 2003 web site, http://www.unrealtournament2003.com/?gallery
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