id
iDTech 5 was publicly unveiled by John Carmack during the Apple Worldwide Developers Conference 2007 as the next-generation game engine from Texas-based id Software. Of all the engines featured in this roundup, it's the one about which least is known as no games have yet shipped using the technology.
The first to do so will be id's Rage, a vehicle combat game involving large, exterior areas. In this respect, one of the most important features of idTech 5 is the MegaTexture system -- a high-quality streaming technology which treats environments as one very large texture rather than breaking it down into tiled components.
Another element highlighted is the collision system which id claims prevents the typical geometric interpenetrations and collision errors currently seen in games.
Linked into the game engine is the real-time idStudio, which interfaces with the system's development tools and editors, ensuring data consistency and integration with source control solutions. IdStudio also allows you to run game content practically instantaneous on all supported target platforms.
In keeping with other id engines from Quake onwards, IdTech5 supports the OpenGL graphics standard, ensuring core cross-platform support across Mac, PC as well as Xbox 360 and PlayStation 3.
iDTech 4 (iDTech 5 available on a select basis)
Features: HDR rendering; soft shadows; integrated physics, animation, AI and audio engines; MegaTexture system; idStudio development suite
Platforms: Mac, PC, PlayStation 3, Xbox 360
Integration with Other Technologies: interfaces for Alienbrain and DevTrack, plus plug-ins for 3ds Max, LightWave 3D and Maya
Cost: idTech 4, $250,000 guarantee against a 5 percent royalty; idTech 5, available on request
Released Games Include: idTech 4: Doom 3 (id), Quake 4 (Raven), Prey (Human Head), Enemy Territory: Quake Wars (Splash Damage) idTech 5: none
Games in Development Include: idTech 5: Rage (id)
www.idsoftware.com/business

Human Head's Prey
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On a related note, I'm pleased to find that there's more support for Linux than I previously thought. I'll have to look at a couple of them closer.
> It's safe to say Epic's Unreal Engine 3 is the current,
> de facto industry standard middleware
It's safe to say that it's currently the most popular 3rd party engine for AAA current-gen titles. That's not really the same thing as being a de facto industry standard. You wouldn't say the Ford Focus is the de facto standard for UK cars, just because it has the largest market share. By definition a de facto standard has to be so completely ubiquitous that anything other than it seems odd - that's not Unreal 3's status.
Like: Unity, Unigine, StemCell, NeoAxis, Quest3D.
And much more, there are Game Engines very good and the prices is more low.
Shouldn't this article be called "List of expensive commercial engines" ?
Why not the Nebula engine?
Or ... well.... the list is long: http://en.wikipedia.org/wiki/List_of_game_engines
Game engines have come a long way in the last few years and the commercial engines that had the market to themselves need to realise that they face competition and need to restructure thier licensing. the engine with the best tools and licensing will make a lot of money.