Unreal Engine 1

[12] Unlike id Software, whose engine business only offered the source code, Epic provided support for licensees and would get together with their leads to discuss improvements to its game development system, internally dubbed the Unreal Tech Advisory Group.

Since then, it has become a major component of our strategy.At first, the engine relied completely on software rendering, meaning the graphics calculations were handled by the central processing unit (CPU).

[20][21] Sweeney particularly criticized the quality of OpenGL drivers for consumer hardware, describing them as "extremely problematic, buggy, and untested", and labeled the code in the implementation as "scary" as opposed to the simpler and cleaner support for Direct3D.

[20] With regard to audio, Epic employed the Galaxy Sound System, a software created in assembly language that integrated both EAX and Aureal technologies, and allowed the use of tracker music, which gave level designers flexibility in how a game soundtrack was played at a specific point in maps.

[22][23][24] Steve Polge, the author of the Reaper Bots plugin for Quake, programmed the artificial intelligence system, based on knowledge he had gained at his previous employer IBM designing router protocols.

[30][18] Even though Unreal was designed to compete with id Software (developer of Doom and Quake), co-founder John Carmack complimented the game for the use of 16-bit color and remarked its implementation of visual effects such as volumetric fog.

"[7] Unreal was noted for its graphical innovations, but Sweeney acknowledged in a 1999 interview with Eurogamer that many aspects of the game were unpolished, citing complaints from gamers about its high system requirements and online gameplay issues.

[26] Epic addressed these points during the development of Unreal Tournament by incorporating several enhancements in the engine intended to optimize performance on low-end machines and improve the networking code, while also refining the artificial intelligence for bots to display coordination in team-based gamemodes such as Capture the Flag.

[32] Originally planned as an expansion pack for Unreal,[33] the game also came with increased image quality with the support for the S3TC compression algorithm, allowing for 24-bit high resolution textures without compromising performance.

A screenshot released by Epic of the first version of UnrealEd, displaying a graphical user interface written in Visual Basic [ 2 ]
Harry Potter and the Sorcerer's Stone for PC was developed with the Unreal Tournament version of the engine using assets and environments from the 2001 film . [ 31 ]