Quote: "and it is stooopidness... as if FPSC is in any way equivalent to the UnReal Engine..."
Who said that? I was making a point about not everything is possible with resources and skills.
Quote: "Please tell me what's good in Unreal 3 engine?"
I said unreal 4 engine
Quote: "And please dont go telling people that they cant create Unreal 3 engine on dbpro, because they can. "
No they can not.
Quote: "Give me anything from Unreal 3 that you dont think can be made and I will tell you how it can"
I wansn't making any comparison, but since you ask for it.
Quote: "Visual Features
64-bit color High Dynamic Range rendering pipeline. The gamma-correct, linear color space renderer provides for immaculate color precision while supporting a wide range of post processing effects such as light blooms, lenticular halos, and depth-of-field.
Support for all modern per-pixel lighting and rendering techniques including normal mapped, parameterized Phong lighting; virtual displacement mapping; light attenuation functions; pre-computed shadow masks; and pre-computed bump-granularity self-shadowing using spherical harmonic maps.
Advanced Dynamic Shadowing. Unreal Engine 3 provides full support for three shadow techniques:
Dynamic stencil buffered shadow volumes supporting fully dynamic, moving light sources casting accurate shadows on all objects in the scene.
Dynamic characters casting dynamic soft, fuzzy shadows on the scene using 16X-oversampled shadow buffers.
Ultra high quality and high performance pre-computed shadow masks allow offline processing of static light interactions, while retaining fully dynamic specular lighting and reflections.
All of the supported shadow techniques are visually compatible and may be mixed freely at the artist's discretion, and may be combined with colored attenuation functions enabling properly shadowed directional, spotlight, and projector lighting effects.
Powerful material system, enabling artists to create arbitrarily complex realtime shaders on-the-fly in a visual interface that is comparable in power to the non-realtime functionality provided by Maya.
The material framework is modular, so programmers can add not just new shader programs, but shader components which artists can connect with other components on-the-fly, resulting in dynamic composition and compilation of shader code.
Full support for seamlessly interconnected indoor and outdoor environments with dynamic per-pixel lighting and shadowing supported everywhere.
Artists can build terrain using a dynamically-deformable base height map extended by multiple layers of smoothly-blended materials including displacement maps, normal maps and arbitrarily complex materials, dynamic LOD-based tessellation, and vegetation layers with procedurally-placed meshes. Further, the terrain system supports artist-controlled layers of procedural weathering, for example, grass and vegetation on the flat areas of terrain, rock on high slopes, and snow at the peaks.
Volumetric environmental effects including height fog and physically accurate distance fog.
Extensible particle system with visual editor, supporting particle physics and environmental effects."
Quote: "Animation
Skeletal animation system supporting up to 4 bone influences per vertex and very complex skeletons.
Animation is driven by a tree of animation objects including:
Blend controllers, performing an n-way blend between nested animation objects.
Data-driven controllers, encapsulating motion capture or hand animation data.
Physics controllers, tying into the rigid body dynamics engine for ragdoll player and NPC animation and physical response to impulses.
Procedural animation controllers, implemented in C++ or UnrealScript, for game features such as having an NPC's head and eyes track a player walking through the level, or having a character animate differently based on health level and fatigue.
Export tools for 3D Studio Max, Maya for bringing weighted meshes, skeletons, and animation sequences into the engine."
Quote: "Programming Features
Unreal Engine 3 includes example content and 100% of the source code for the engine, editor, Max/Maya exporters, and the game-specific code for our internally-developed games.
Extensible, object-oriented C++ engine with software framework for persistence, dynamic loading of code and content, portability, debugging.
UnrealScript gameplay scripting language provides automatic support for metadata; persistence with very flexible file format backwards-compatibility; support for exposing script properties to level designers in UnrealEd; a GUI-based script debugger; and native language support for many concepts important in gameplay programming, such as dynamically scoped state machines and time-based (latent) execution of code.
Modular material component interface for extending visual tool and adding new shader components usable by artists in the visual shader GUI.
Source control friendly software architecture, scalable to large teams and multi-platform projects.
Unreal Engine 3 is provided as one unified codebase that compiles on PC and all supported next-generation console platforms. All game content and data files are compatible across all supported platforms, for fast turnaround time between code and content development on PC, and playtesting on console or PC.
Seek-free DVD loading optimization pass for consoles, able to load levels at >80% of DVD's physical transfer rate.
Extensible content-streaming framework suitable for multithreaded background DVD streaming of resources and predefined groups of resources based on LOD or programmatic control.
Unreal Engine 3 content and code are localization-aware, with a simple framework for externalizing all game text, sounds, images, and videos. Unreal Engine 3 is based on the Unicode character set, and has full support for 16-bit Unicode fonts and text input, including importing TrueType fonts into renderable bitmap fonts. Our games have shipped in 9 languages including Japanese, Chinese, and Korean."
Quote: "Typical Content Specifications
Here are the guidelines we're using in building content for our next Unreal Engine 3 based game. Different genres of games will have widely varying expectations of player counts, scene size, and performance, so these specifications should be regarded as one data point for one project rather than hard requirements for all.
Characters
For every major character and static mesh asset, we build two versions of the geometry: a renderable mesh with unique UV coordinates, and a detail mesh containing only geometry. We run the two meshes through the Unreal Engine 3 preprocessing tool and generate a high-res normal map for the renderable mesh, based on analyzing all of the geometry in the detail mesh.
Renderable Mesh: We build renderable meshes with 3,000-12,000 triangles, based on the expectation of 5-20 visible characters in a game scene.
Detail Mesh: We build 1-8 million triangle detail meshes for typical characters. This is quite sufficient for generating 1-2 normal maps of resolution 2048x2048 per character.
Bones: Our characters typically have 100-200 bones, and include articulated faces, hands, and fingers.
Normal Maps & Texture maps
We are authoring most character and world normal maps and texture maps at 2048x2048 resolution. We feel this is a good target for games running on mid-range PC's in the 2006 timeframe. Next-generation consoles may require reducing texture resolution by 2X, and low-end PC's up to 4X, depending on texture count and scene complexity.
Environments
Typical environments contain 1000-5000 total renderable objects, including static meshes and skeletal meshes. For reasonable performance on current 3D cards, we aim to keep the number of visible objects in any given scene to 300-1000 visible objects. Our larger scenes typically peak at 200,000 to 1,200,000 visible triangles.
Lights
There are no hardcoded limits on light counts, but for performance we try to limit the number of large-radius lights affecting large scenes to 2-5, as each light/object interaction pair is costly due to the engine's high-precision per-pixel lighting and shadowing pipeline. Low-radius lights used for highlights and detail lighting on specific objects are significantly less costly than lights affecting the full scene."
you go ahead and start writing now

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Specs: AMD Athlon 1800+, 256 DDRRam 266mhz, 80GB HD 7200rmp U133, Geforce4 Ti4400 128mb