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Game Engines, not just for games anymore!

Are you interested in playing video games or computer games? Yes? Interested to know what else game engines(A game engine is a software framework primarily designed for the development of video games, and generally includes relevant libraries and support programs. The "engine" terminology is similar to the term "software engine" used in the software industry.) can do? Or do you not like playing games? Interested in what else can game engines do if not building games? Read here, what Prashanth has a say on game engines.


Gone are the days when game engines were used to make only games. The advent of Unreal Engine 5 has changed not only the gaming industry but also the film industry. Epic Game’s engine - World's most advanced real-time 3D creation tool for photoreal visuals and immersive experiences.


The launch of the 5th generation of the engine took the internet by storm with the demo of “The matrix Awakens” for how realistic it looks – take a look at this 360° view and the video.


Not only matrix, recently a 3D environment artist Lorenzo Drago, replicated Toyoma, Japan’s Etchū-Daimon station in Unreal Engine 5, with the stated goal of getting as close to photorealism as possible. Enhancing the effect is a virtual camera that moves around like a smartphone would, vertical orientation and all. Have a look at that: https://www.youtube.com/watch?v=2paNFnw1wRs&t=68s


And, coming to the film industry – The Mandalorian set used some serious Danger Room/Holodeck stuff to pull off a virtual shot-on-location feel for its many different settings, and powering the world projected on its giant LED wall was none other than Epic Games’ Unreal Engine 4.


Following is a video link behind the scenes:


How in the world is it done? The following are built into UE5 to make it possible in building realistic worlds

• World Partition: automatic open-world streaming World Partition automatically divides large maps into a grid and streams the necessary cells, making it easier to build and manage massive open worlds like the city you see in the demo

• Nanite: virtualized micro polygon geometry Nanite renders this vast city environment at an unprecedented level of detail, from buildings with intricately carved moldings and reliefs to chain link fences to dense traffic filled with thousands of cars, all modeled down to the nuts and bolts.

• Lumen: dynamic global illumination and reflections Lumen simulates light bouncing off of surfaces dynamically, providing incredibly realistic multi-bounce indirect lighting, sky lighting, and reflections in the huge open world.

• Chaos: physics and destruction system Unreal Engine’s high-performance physics system is used to achieve cinematic-quality levels of destruction in real-time and simulate the movement of cloth, hair, vehicles, and more.

• Houdini integration: procedurally generated open worlds The city in the experience is procedurally generated by combining the power of Houdini and UE5. This enables teams to work at speed and scale, significantly reducing the number of people needed to create a large open world.

• Rule Processor: automated object placement A new rules-based data structure system ingests the Houdini point cloud of the city and enables the huge dataset to be managed at speed in UE5.

• Mass Framework: crowd and traffic system Mass is Unreal Engine's high-performing solution to populate large worlds with a vast amount of simulated and interactive entities, such as the crowds and traffic all around the city.

• Temporal Super Resolution (TSR): higher displayed resolution UE5’s new antialiasing solution keeps up with vast amounts of geometric detail to create sharper, more stable images than before, outputting high-resolution images at a low processing cost.


Isn't it interesting to know what more we can do other than building Games using Game Engines? If given a chance, what would you like to build? Let us know in the comments

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