Civil Rights
Movements, leaders, victories and the continuing fight for equality.
Explore the people, places, events, achievements, struggles and stories that shaped our journey.
Movements, leaders, victories and the continuing fight for equality.
Innovation, patents, science, technology and world-changing contributions.
Pioneers, champions, Negro Leagues, records, activism and excellence.
Meet the people whose lives, choices and achievements shaped the journey.
Black towns, communities, institutions and places where history happened.
Moments that changed communities, movements, institutions and the nation.
Wilmington, North Carolina once had a thriving Black middle class and an elected interracial government. In 1898 white supremacists used violence to overthrow that government, kill Black residents and drive many others from the city.
MORE →Reflects the personal views, recollections, and perspective of the author, Mike Davis.
This is a personal recollection on the Move fire on May 13, 1985
| RE Engine | |
|---|---|
Logo since 2020 | |
| Developer | Capcom |
| Release | 2014 |
| Platform | |
| License | Proprietary |
RE Engine, also known as Reach for the Moon Engine,[1][2] is a proprietary video game engine created by Capcom. It was designed as a successor to MT Framework in the mid-2010s during the development of Resident Evil 7: Biohazard.[3] The engine would subsequently be used to develop its sequels Resident Evil Village and Requiem, in addition to the remakes of Resident Evil 2, Resident Evil 3, Resident Evil 4 and the upcoming Resident Evil Veronica. It has also been used in Capcom's Devil May Cry 5, Monster Hunter Rise, Street Fighter 6, Dragon's Dogma 2, Monster Hunter Wilds, and Pragmata.[4][5][6]
Capcom originally intended to follow up MT Framework with the engine Panta Rhei, with development starting in 2011; it was abandoned due to development hell of the unreleased PlayStation 4 game Deep Down, for which it was to serve as a showcase.[7][8]
RE Engine was created in 2014, during the beginning of the development of Resident Evil 7. The engine was originally designed with the game's linear nature in mind and was created to make game development more efficient.[9] The reason the team did not choose a third-party engine was that "a highly generic engine developed by another company would not be appropriate" for a game like Resident Evil 7.[10] MT Framework was not used for the project due to its slower development tools. Jun Takeuchi, the head of Capcom's Division 1 stated "we had to rethink the way we make games. In order to carry out asset-based (graphic and 3D model elements) development, which is globally the mainstream, we began developing our new RE Engine".[11]
Since its introduction, RE Engine has been used as the primary game engine across all Capcom titles. No single game or franchise drives the direction of the engine, according to Monster Hunter producer Ryozo Tsujimoto, and instead all studios contribute towards its improvement. This approach has avoided the pitfalls that other developers have had dealing with the demand to use a singular engine tuned for a specific game to be used across all games, such as at Electronic Arts.[12]
When discussing Monster Hunter Rise, Yasunori Ichinose, the game's director, discussed porting RE Engine to the Nintendo Switch, and said "a lot of background technical engineering work need[ed] to be done just to achieve targeting a new hardware platform", and mentioned the challenge of creating the large maps the team wanted while trying to maintain the game's graphical quality.[13] Capcom personally requested that Nintendo would increase the Switch's on-board RAM from the previously planned 2GB to the finalized 4GB capacity, so it would be potent for developing games on the platform using RE Engine such as Rise.[14]
In October 2023, Capcom unveiled "Codename REX" (RE neXt ENGINE), their next-generation game engine, during a 22-minute developer-focused presentation. Acknowledging limitations in the current RE Engine, the new engine upgrade will involve incrementally integrating RE+X technology into the existing RE Engine, elevating it to next-generation capabilities.[15][16][17] At an October 2026 presentation, Capcom programmer Satoshi Ishida said they were working to incorporate AI into the workflow process of REX, as they had found "successfully integrating AI technology into development workflows has become an essential condition for streamlining future development".[18] Capcom previously stated that they will only use AI for such development workflow, and will not use AI-generated assets within games.[19]
RE Engine features various improvements over MT Framework, including new anti-aliasing and volumetric lighting features.[20] The engine also allows developers to use photogrammetry to create higher quality assets. It also includes improved VR support over its predecessor, allowing it to hit high framerates necessary to avoid motion sickness.[11] It also includes tools to make animation faster, such as modular rigging, motion matching, procedural animation and motion retargeting.[21][22][23] RE Engine also has various new physics simulation options which allow for more realistic debris.[24]
The RE Engine uses C# for game logic and scripting, which runs on a proprietary process virtual machine (PVM) developed by Capcom known as REVM.[25]
| Year | Title | Ref. | Platform(s) |
|---|---|---|---|
| 2017 | Resident Evil 7: Biohazard | [26] | PlayStation 4, Windows, Xbox One, PlayStation 5, Xbox Series X/S, iOS[a], iPadOS[a], macOS, Nintendo Switch 2 |
| 2019 | Resident Evil 2 | [20] | PlayStation 4, Windows, Xbox One, PlayStation 5, Xbox Series X/S, iOS[a], iPadOS[a], macOS, Nintendo Switch 2 |
| Devil May Cry 5 | [27] | PlayStation 4, Windows, Xbox One, PlayStation 5, Xbox Series X/S, Nintendo Switch 2 | |
| 2020 | Resident Evil 3 | [28] | PlayStation 4, Windows, Xbox One, PlayStation 5, Xbox Series X/S, iOS[a] iPadOS[a], macOS, Nintendo Switch 2 |
| Resident Evil: Resistance | [29] | PlayStation 4, Windows, Xbox One | |
| 2021 | Capcom Arcade Stadium | [30] | Nintendo Switch, PlayStation 4, Windows, Xbox One |
| Ghosts 'n Goblins Resurrection | [31] | Nintendo Switch, PlayStation 4, Windows, Xbox One | |
| Monster Hunter Rise | [5] | Nintendo Switch, Windows, PlayStation 4, PlayStation 5, Windows, Xbox One, Xbox Series X/S | |
| Resident Evil Village | [26] | PlayStation 4, PlayStation 5, Stadia, Windows, Xbox One, Xbox Series X/S, macOS, iOS[a], iPadOS,[a] Nintendo Switch 2 | |
| 2022 | Capcom Arcade 2nd Stadium | [32] | Nintendo Switch, PlayStation 4, Windows, Xbox One |
| Resident Evil Re:Verse | [33] | PlayStation 4, Windows, Xbox One | |
| 2023 | Resident Evil 4 | [34] | PlayStation 4, PlayStation 5, Windows, Xbox Series X/S, iOS[a], iPadOS[a], macOS, Nintendo Switch 2 |
| Street Fighter 6 | [35] | PlayStation 4, PlayStation 5, Windows, Xbox Series X/S, arcade[b], Nintendo Switch 2 | |
| Ghost Trick: Phantom Detective | [36] | Nintendo Switch, PlayStation 4, Windows, Xbox One, Android, iOS | |
| Exoprimal | [37] | PlayStation 4, PlayStation 5, Windows, Xbox One, Xbox Series X/S | |
| 2024 | Apollo Justice: Ace Attorney Trilogy | [38] | Nintendo Switch, PlayStation 4, Windows, Xbox One |
| Dragon's Dogma 2 | [39] | PlayStation 5, Windows, Xbox Series X/S, Nintendo Switch 2 | |
| Kunitsu-Gami: Path of the Goddess | [40] | PlayStation 4, PlayStation 5, Windows, Xbox One, Xbox Series X/S, Nintendo Switch 2 | |
| Dead Rising Deluxe Remaster | [41] | PlayStation 5, Windows, Xbox Series X/S | |
| 2025 | Monster Hunter Wilds | [12] | PlayStation 5, Windows, Xbox Series X/S, Nintendo Switch 2 |
| Onimusha 2: Samurai's Destiny | [42] | Nintendo Switch, PlayStation 4, Windows, Xbox One | |
| 2026 | Resident Evil Requiem | [43] | Nintendo Switch 2, PlayStation 5, Windows, Xbox Series X/S |
| Monster Hunter Stories 3: Twisted Reflection | [44] | Nintendo Switch 2, PlayStation 5, Windows, Xbox Series X/S | |
| Mega Man Star Force Legacy Collection | [45] | Nintendo Switch, PlayStation 4, PlayStation 5, Windows, Xbox One, Xbox Series X/S | |
| Pragmata | [46] | Nintendo Switch 2, PlayStation 5, Windows, Xbox Series X/S | |
| Onimusha: Way of the Sword | [47] | Nintendo Switch 2, PlayStation 5, Windows, Xbox Series X/S | |
| 2027 | Resident Evil Veronica | [48] | Nintendo Switch 2, PlayStation 5, Windows, Xbox Series X/S |
| Mega Man: Dual Override | [49] | Nintendo Switch, Nintendo Switch 2, PlayStation 4, PlayStation 5, Windows, Xbox One, Xbox Series X/S | |
| TBA | Okami sequel | [50] | TBA |
Source: Wikipedia. Article content is retrieved live through the MediaWiki API.
RE Engine, also known as Reach for the Moon Engine, is a proprietary video game engine created by Capcom. It was designed as a successor to MT Framework in the mid-2010s during the development of Resident Evil 7: Biohazard. The engine would subsequently be used to develop its sequels Resident Evil Village and Requiem, in addition to the remakes of Resident Evil 2, Resident Evil 3, Resident Evil 4 and the upcoming Resident Evil Veronica. It has also been used in Capcom's Devil May Cry 5, Monster Hunter Rise, Street Fighter 6, Dragon's Dogma 2, Monster Hunter Wilds, and Pragmata.
The GM Ecotec engine, also known by its codename L850, is a family of inline-four engines, displacing between 2.0 and 2.5 litres. Confusingly, the Ecotec name was also applied to both the Buick V6 Engine when used in Holden Vehicles, as well as the final DOHC derivatives of the previous GM Family II engine; the architecture was substantially re-engineered for this new Ecotec application produced since 2000. This engine family replaced the GM Family II engine, the GM 122 engine, the Saab H engine, and the Quad 4 engine. It is manufactured in multiple locations, to include Spring Hill Manufacturing, in Spring Hill, Tennessee, with engine blocks and cylinder heads cast at Saginaw Metal Casting Operations in Saginaw, Michigan.
The Pratt & Whitney JT8D is a low-bypass (0.96 to 1) turbofan engine introduced by Pratt & Whitney in February 1963 with the inaugural flight of the Boeing 727. It was a modification of the Pratt & Whitney J52 turbojet. Eight models comprise the JT8D standard engine family, covering the thrust range from 12,250 to 17,400 lbf (54,500 to 77,400 N), and powered the 727, 737-100/200, and DC-9. The updated JT8D-200 family, covering the 18,900 to 21,000 lbf (84,000 to 93,000 N), powered the MD-80 and re-engined Super 27 aircraft. The JT8D was built under license in Sweden as the Volvo RM8, a redesigned afterburning derivative for the Saab 37 Viggen fighter. Pratt & Whitney also sells static versions for powerplant and ship propulsion as the FT8.
The CFM International CFM56 (U.S. military designation F108) series is a Franco-American family of high-bypass turbofan aircraft engines made by CFM International (CFMI), with a thrust range of 18,500 to 34,000 lbf (82 to 150 kN). CFMI is a 50–50 joint-owned company of Safran Aircraft Engines (formerly known as Snecma) of France, and GE Aerospace (GE) of the United States. GE produces the high-pressure compressor, combustor, and high-pressure turbine, Safran manufactures the fan, gearbox, exhaust and the low-pressure turbine, and some components are made by Avio of Italy and Honeywell from the US. Both companies have their own final assembly line, GE in Evendale, Ohio, and Safran in Villaroche, France. The engine initially had extremely slow sales but has gone on to become the most used turbofan aircraft engine in the world. The CFM56 first ran in 1974. By April 1979, the joint venture had not received a single order in five years and was two weeks away from being dissolved. The program was saved when Delta Air Lines, United Airlines, and Flying Tigers chose the CFM56 to re-engine their Douglas DC-8 aircraft as part of the Super 70 program. The first engines entered service in 1982. The CFM56 was later selected to re-engine the Boeing 737. Boeing initially expected this engine program (later named the Boeing 737 Classic) to sell only modestly, but in fact the CFM56's lower noise and lower fuel consumption (compared to older engines for the 737) led to strong sales. In 1987, the IAE V2500 engine for the A320, which had beaten the CFM56 in early sales of the A320, ran into technical trouble, leading many customers to switch to the CFM56. However, the CFM56 was not without its own issues; several fan blade failure incidents were experienced during early service, including one failure that was a cause of the Kegworth air disaster, and some CFM56 variants experienced problems when flying through rain or hail. Both of these issues were resolved with engine modifications.
Before the 1921 destruction of Tulsa’s Greenwood District, Black residents had created a remarkable center of business and community life. The district included stores, professional offices, entertainment venues and homes owned by Black citizens. Understanding Greenwood means learning what was built—not only what was burned.
MORE →Shirley Chisholm, elected in 1968.