X-Ray Engine
Encyclopedia
The X-Ray Engine is an engine created by Kiev
-based computer game developer, GSC Game World
. Released on the 20th of March in 2007.
The engine is used in the first three S.T.A.L.K.E.R. games released by the company, with a different engine being planned for the in-development game S.T.A.L.K.E.R 2.
The NPCs have a full life cycle (task accomplishment, combat, rest, feeding and sleep) and the same applies to the many monsters living in the Zone (hunting, attacking Stalkers and other monsters, resting, eating, sleeping). These monsters will migrate in large groups. The non-scripted nature of the characters means that there are an unlimited number of random quests. For instance, rescuing Stalkers from danger, destroying Stalker renegades, protecting or attacking Stalker camps or searching for treasure. The AI characters travel around the entire zone as they see fit.
Numerous tactics can be employed to complete the game, such as rushing or using stealth and sniping. The NPCs will react in a different way to each of them. S.T.A.L.K.E.R.'s NPCs plan ahead by "Goal-Oriented Action Planning" in order to achieve this.
on their guns. Additionally, hit damage is pseudo-realistic, and the player can die after only being shot a few times (although later in the game various armor suits and artifacts can be acquired that increase the player's resistance to damage). Late-game depends heavily on scoped weaponry due to the well-armed and powerful enemies that keep their distance from the player.
Kiev
Kiev or Kyiv is the capital and the largest city of Ukraine, located in the north central part of the country on the Dnieper River. The population as of the 2001 census was 2,611,300. However, higher numbers have been cited in the press....
-based computer game developer, GSC Game World
GSC Game World
GSC Game World is a Kiev-based computer game developer. Founded in 1995 in Kiev, Ukraine, it released titles such as Cossacks: European Wars, American Conquest, Alexander, S.T.A.L.K.E.R.: Shadow of Chernobyl, S.T.A.L.K.E.R.: Clear Sky and S.T.A.L.K.E.R.: Call of Pripyat...
. Released on the 20th of March in 2007.
The engine is used in the first three S.T.A.L.K.E.R. games released by the company, with a different engine being planned for the in-development game S.T.A.L.K.E.R 2.
Introduction
The X-ray Engine is a game engine, supports DirectX 8.1/9.0c/10/10.1/11 Shader Model 5.0. Up to a million polygons can be on-screen at any one time. The engine features HDR rendering, parallax and normal mapping, soft shadows, motion blur, widescreen support, weather effects and day/night cycles. As with other engines that utilise deferred shading, the X-ray Engine does not support anti-aliasing and motion blur with enhanced dynamic lighting modes enabled. However, a "fake" form of anti-aliasing can be enabled with the static lighting option; this format utilizes a technique to blur the image to give the false impression of anti-aliasing.Versions
- Version 1.0 (Shadow of Chernobyl)
- Version 1.5 (Clear Sky)
- Version 1.6 (Call of Pripyat)
Engine used in
- S.T.A.L.K.E.R.: Shadow of ChernobylS.T.A.L.K.E.R.: Shadow of ChernobylS.T.A.L.K.E.R.: Shadow of Chernobyl is a first-person shooter video game by the Ukrainian developer GSC Game World, published in 2007.It features an alternate reality theme, where a second nuclear disaster occurs at the Chernobyl Nuclear Power Plant Exclusion Zone in the near future and causes...
- S.T.A.L.K.E.R.: Clear SkyS.T.A.L.K.E.R.: Clear SkyS.T.A.L.K.E.R.: Clear Sky, is the prequel to S.T.A.L.K.E.R.: Shadow of Chernobyl, a first-person shooter video game by Ukrainian developer GSC Game World. The game consists of a roughly 50/50 mix of new areas and old, remodeled areas from the previous game...
- S.T.A.L.K.E.R.: Call of PripyatS.T.A.L.K.E.R.: Call of PripyatS.T.A.L.K.E.R.: Call of Pripyat is the sequel to S.T.A.L.K.E.R.: Shadow of Chernobyl, a first-person shooter computer game by Ukrainian developer GSC Game World. S.T.A.L.K.E.R.: Call of Pripyat is the third game in the S.T.A.L.K.E.R. series....
AI
The X-ray engine uses GSC Gameworld's proprietary ALife artificial intelligence engine. ALife supports more than one thousand characters inhabiting the Zone. These characters are non-scripted, meaning that AI life can be developed even when not in contact with the player.The NPCs have a full life cycle (task accomplishment, combat, rest, feeding and sleep) and the same applies to the many monsters living in the Zone (hunting, attacking Stalkers and other monsters, resting, eating, sleeping). These monsters will migrate in large groups. The non-scripted nature of the characters means that there are an unlimited number of random quests. For instance, rescuing Stalkers from danger, destroying Stalker renegades, protecting or attacking Stalker camps or searching for treasure. The AI characters travel around the entire zone as they see fit.
Numerous tactics can be employed to complete the game, such as rushing or using stealth and sniping. The NPCs will react in a different way to each of them. S.T.A.L.K.E.R.'s NPCs plan ahead by "Goal-Oriented Action Planning" in order to achieve this.
Bullet physics
S.T.A.L.K.E.R. uses "realistic" bullet physics, similar in nature to tactical shooters such as ArmA, Ghost Recon Advanced Warfighter or Operation Flashpoint. Bullets are affected by gravity, bounced against solid surfaces at oblique angles, and firearms are highly inaccurate when fired without aiming. To score consistent hits at medium or long range, players must aim using the iron sightson their guns. Additionally, hit damage is pseudo-realistic, and the player can die after only being shot a few times (although later in the game various armor suits and artifacts can be acquired that increase the player's resistance to damage). Late-game depends heavily on scoped weaponry due to the well-armed and powerful enemies that keep their distance from the player.