List of first-person shooter engines
This is a sortable list of first-person shooter engines.
Early 1970s - Late 1980s: wireframes to flat-shaded 3D
| Game engine | First used for | Date | Other first-person shooters |
|---|---|---|---|
| N/a | Maze | 1973 | |
| N/a | Spasim | 1974 | |
| Arsys Software | Plazma Line | 1984 | Wibarm (1986), Star Cruiser (1988), Star Cruiser 2 (1992) |
| Freescape | Driller | 1987 | Dark Side (1988), Total Eclipse (1988), Castle Master (1990), Castle Master II: The Crypt (1990), Total Eclipse II: The Sphinx Jinx (1991) |
| N/a | The Colony | 1988 |
Early 1990s: 2.5D environments, sprites, and textures
Mid 1990s: True 3D Environments, texture mapping/polygons, sprites-to-polygons animation transition, beginnings of 3D Graphics hardware acceleration (3dfx glide-NVIDIA)
| Game engine | First used for | Date | Other first-person shooters |
|---|---|---|---|
| N/a | Geograph Seal | 1994 | |
| System Shock Engine | System Shock | 1994 | |
| N/a | Descent | 1995 | Descent II (1996) |
| RenderWare 1.x | CyberStreet (Tech Demo) | 1994 | |
| RenderWare 2.x | Active Worlds | 1995 | |
| XnGine | The Terminator: Future Shock | 1995 | The Terminator: SkyNET (1996) |
| Quake engine | Quake | 1996 | Hexen II (1997), Malice (1997), X-Men: The Ravages of Apocalypse (1997), Quake II (1999, N64 Only), Laser Arena (2000), Wrath: Aeon of Ruin (2019) |
| SlaveDriver | PowerSlave (Saturn) | 1996 | Quake (1997, Saturn), Duke Nukem 3D (1997, Saturn) |
| TEngine (Turok Engine) | Turok: Dinosaur Hunter | 1997 | Turok 2: Seeds of Evil (1998), South Park (1998), Turok: Rage Wars (1999), Armorines: Project S.W.A.R.M. (1999), Turok 3: Shadow of Oblivion (2000) |
| RareWare Engine | GoldenEye 007 | 1997 | Perfect Dark (2000) |
| Sith engine | Star Wars Jedi Knight: Dark Forces II | 1997 |
Late 1990s: 32-bit color, per-vertex-animation-to-skeletal animation transition, fixed-function pipeline, peak-software-renderer-era
Early 2000s: End of Software Renderer, First GPU (GeForce 256)-GPUs become standard, Increasing detail, outdoor environments, skeletal animation-standard, baked lightmaps/dynamic lighting, Fixed-Function-To-Early Programmable Shaders Transition, Single-Threaded CPU, Real-Time Physics
Mid 2000s: Dynamic Per-Pixel Lighting, High-Dynamic Range (HDR) lighting, Global Illumination, Multi-Threaded CPU, Advanced Physics, fully programmable shader implementation/pipeline
Late 2000s to 2010s: high-resolution textures, widescreen resolution, unified shader model
2020s: 8K, real-time ray-tracing
| Game engine | First used for | Date | Other first-person shooters |
|---|---|---|---|
| id Tech 7 | Doom Eternal | 2020 | Indiana Jones and the Great Circle (2024) |
| Source 2 (HL:A Branch) | Half-Life: Alyx (2020) | 2020 | Counter-Strike 2 (2023) |
| Slipspace | Halo Infinite | 2021 | |
| Enfusion | Arma Reforger | 2022 | Arma 4 (Upcoming) |
| Unreal Engine 5 | Immortals of Aveum (2023) | 2022 | RoboCop: Rogue City (2023), The Finals (2023), Concord (2024), S.T.A.L.K.E.R. 2: Heart of Chernobyl (2024), Delta Force (2025, singleplayer), Squad (2020, updated to UE5 from UE4 in 2025), Borderlands 4 (2025), Halo: Campaign Evolved (2026), Bodycam (Upcoming) |
| id Tech 8 | Doom: The Dark Ages | 2025 | |
| CryEngine 6 | TBA | TBA | |
See also
References
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