Doom to Dunia: A Visual History of 3D Game Engines
Cyan Plasma
Far away from Silicon Valley, Plasma's birthplace originates in Chapel Hill, North Carolina, from a company called Headspin. The Headspin team -- all two of them -- had taken the money they earned by licensing a 2D engine to electronic book publishers and used it to fund development of a 3D engine. Not long afterward, Headspin signed a deal to license Plasma to Cyan, which gave the team the resources it needed to expand and get its game engine off the ground.
The first version of Plasma boasted support for DirectX 7.0, and as one of the pioneering developers put it, "You wouldn't have wanted to try to make a flight sim with Plasma, but you could make any game that involved walking a character around in a world collecting things and triggering events."
Even early versions of Plasma supported an infinite number of texture passes with blending, portals, reflections, Max particle systems, and Max animations. Later revisions would add a number of features, such as bindings to the Havok physics engine (later replaced with PhysX support), multiplayer networking support, Bloom HDR lighting, and support for DirectX 9 in its most recent version.
Plasma was perhaps best known for driving realMyst (originally it was to be called Myst 3D), though it also drove a number of other Myst titles.
Date Released: 1998
Notable Games: Hex Isle, Myst V: End of Ages, realMyst, Uru Live, Uru: Ages Beyond Myst
GoldSRC
Short for Goldsource, this tweaked Quake engine helped solidify the PC's dominance over consoles as a powerful gaming platform, at least for its time period (the PC vs console debate gets a little more interesting with today's tech). GoldSrc brought support for both OpenGL and Direct3D, and was the engine that powered big name titles like Half-Life, Team Frotress Classic, Day of Defeat, and Counter Strike. Needless to say, Goldsrc helped promote 3D videocards with its API support and growing list of gaming hits.
While GoldSrc shares its roots with the Quake engine, one developer who worked on Half-Life claimed that some 70 percent of the engine code was rewritten. In addition to adding Direct3D support, Valve also added a skeletal framework.
Date Released: 1998
Notable Games: Day of Defeat, Deakthmatch Classic, Counter Strike, Counter Strike: Condition Zero, Gunman Chronicles, James Bond 007, Half Life, Half Life: Blue Shift, half Life: Opposing Force, Richochet
Unreal
Unreal may have started off as strictly a first-person shooter game engine, but it would also become the basis for a number of RPG titles, the biggest of which might be Mass Effect. But of course it was most known for its use in Unreal and Unreal Tournament.
The Unreal engine was the main competitor to id Software's Quake II / id Tech 2 engine, and like Quake II, Unreal became a popular engine in the modding community. In addition to having its own scripting language (UnrealScript) bundled with the game, Epic also provided a map editor and modification program called UnrealEd.
Both software and hardware rendering were present in the Unreal engine, as well as collision detection, colored lighting, and a rudimentary version of texture filtering. It also drew heavily from AMD's 3DNow! and Intel's MMX and SSE instruction sets. But to take full advantage of the Unreal engine and its heavy reliance on the Glide API, games needed a high level 3dfx videocard, which at the time was a Voodoo 5.
Date Released: 1998
Notable Games: Deus Ex, Harry Potter, Rune, Start Trek: Deep Space Nine: The Fallen, Unreal, Unreal Tournament, X-COM: Enforcer