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	<title>IW engine - Revision history</title>
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		<title>Alvin singco s: Created page with &quot;{{Use mdy dates|date=May 2016}} {{Infobox software | name                   = IW engine | title                  = IW engine | logo                   = | screenshot...&quot;</title>
		<link rel="alternate" type="text/html" href="https://citadelservers.com/wiki/index.php?title=IW_engine&amp;diff=1684&amp;oldid=prev"/>
		<updated>2019-08-11T12:24:58Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;{{Use mdy dates|date=May 2016}} {{Infobox software | name                   = IW engine | title                  = IW engine | logo                   = | screenshot...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Use mdy dates|date=May 2016}}&lt;br /&gt;
{{Infobox software&lt;br /&gt;
| name                   = IW engine&lt;br /&gt;
| title                  = IW engine&lt;br /&gt;
| logo                   =&lt;br /&gt;
| screenshot             = MW2 screen 1.PNG&lt;br /&gt;
| caption                = The lighting, shadow, and texture streaming of the engine can be seen in this screenshot, taken from the multiplayer mode of ''[[Call of Duty: Modern Warfare 2]]''.&lt;br /&gt;
| developer              = [[Infinity Ward]], [[Treyarch]],&lt;br /&gt;
| released               = {{Start date and age|2005|10|}}&lt;br /&gt;
| discontinued           = &lt;br /&gt;
| status                 = Active&lt;br /&gt;
| programming language   = [[C (programming language)|C]], [[C++]], [[Python (programming language)|Python]]&lt;br /&gt;
| latest release version =&lt;br /&gt;
| platform               = [[Microsoft Windows]], [[OS X]], [[PlayStation 4]], [[PlayStation 3]], [[Xbox One]], [[Xbox 360]], [[Wii U]], [[Wii]] &lt;br /&gt;
| genre                  = [[Game engine]]&lt;br /&gt;
| license                = Proprietary&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''IW engine''' is a [[game engine]] developed by [[Infinity Ward]], [[Treyarch]], and [[Sledgehammer Games]] for the [[Call of Duty|''Call of Duty'' series]]. The engine was originally based on [[id Tech 3]] as its core, since the engine itself is proprietary with inclusion of [[GtkRadiant]] by [[id Software]]. It has been used by Infinity Ward, [[Treyarch]], [[Raven Software]] and [[Sledgehammer Games]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===From IW 2.0 to IW 3.0===&lt;br /&gt;
The engine has been distinct from the [[id Tech 3]] engine on which it is based since ''[[Call of Duty 2]]'' in 2005. The engine's name was not publicized until [[IGN]] was told at the [[E3 2009]] by the studio that ''[[Call of Duty: Modern Warfare 2]]'' would run on the &amp;quot;IW 4.0 engine&amp;quot;.&amp;lt;ref&amp;gt;{{cite web |last=Stead |first=Chris |title=The 10 Best Game Engines of This Generation |publisher=[[IGN]] |date=July 15, 2009 |accessdate=May 24, 2010 |url=http://xbox360.ign.com/articles/100/1003728p2.html}}&amp;lt;/ref&amp;gt; Development of the engine and the ''Call of Duty'' games has resulted in inclusion of advanced graphical features while maintaining an average of 60 frames per second on the consoles and PC.&lt;br /&gt;
&lt;br /&gt;
''[[Call of Duty 4: Modern Warfare]]'' was released using version 3.0 of the engine. This game included features such as bullet penetration, improved AI, lighting engine upgrades, particle system enhancements and many more improvements. Treyarch began using an enhanced version of the IW 3.0 engine for ''[[Call of Duty: World at War]]''.&amp;lt;ref&amp;gt;{{cite web |url=http://www.gametrailers.com/video/e3-2010-call-of/100688 |title=E3 2010: First Details Interview Part 2 HD |date=May 28, 2010 |work= |publisher=[[GameTrailers]] |accessdate=May 28, 2010}}&amp;lt;/ref&amp;gt; Improvements were made to the physics model and dismemberment was added. Environments also featured more destructibility and could be set alight using the flamethrower.  The flamethrower featured propagating fire and it was able to burn skin and clothes realistically. Treyarch modified the engine for their James Bond title, ''[[007: Quantum of Solace]]''.&amp;lt;ref name=&amp;quot;joystiq&amp;quot;&amp;gt;{{cite web|url=http://www.joystiq.com/2008/05/09/new-bond-game-quantum-of-solace-runs-on-cod4-engine-launching-w/|title=New Bond game Quantum of Solace runs on COD4 engine, launching with movie|accessdate=May 10, 2008|date=May 9, 2008|publisher=[[Joystiq]]|author=Ross Miller}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===IW 4.0 - IW 5.0===&lt;br /&gt;
''[[Call of Duty: Modern Warfare 2]]'' was released using the IW 4.0 engine, the only game to do so. The IW 4.0 engine featured texture streaming technology to create much higher environmental detail without sacrificing performance. ''[[Call of Duty: Black Ops]]'' was not based on IW 4.0; rather, Treyarch further enhanced the version of IW 3.0 they had used in their previous game. This version of the engine also featured streaming technology, lighting enhancements, and support for 3D imaging. ''[[Call of Duty: Modern Warfare 3]]'' utilizes an improved version of the IW 4.0 engine. Improvements on the engine allow better streaming technology which allows larger regions for the game while running at a minimum of 60 [[frames per second]].  Further improvements to the audio and lighting engines have been made in this version.&lt;br /&gt;
&lt;br /&gt;
''[[Call of Duty: Black Ops II]]'' was developed using a further iteration of the IW engine.&amp;lt;ref&amp;gt;{{cite web |last=Lamia |first=Mark |title=Black Ops 2: New engine isn't necessary - Treyarch |publisher=[[computerandvideogames.com]] |date=May 12, 2014 |accessdate=May 14, 2012 |url=http://www.computerandvideogames.com/347602/black-ops-2-new-engine-isnt-necessary-treyarch/?cid=OTC-RSS&amp;amp;attr=CVG-General-RSS}}&amp;lt;/ref&amp;gt; Texture blending has been improved due to a new technology called &amp;quot;reveal mapping&amp;quot; which compares tones between two textures and then blends them together. Also, there have been upgrades to the lighting engine which include [[High dynamic range imaging|HDR]] lighting, bounce lighting, [[self-shadowing]], intersecting shadows and various other improvements. ''[[Call of Duty: Black Ops II]]'' takes advantage of [[DirectX]] 11 video cards on the Windows version of the game. The &amp;quot;zombie&amp;quot; mode has been moved to the multiplayer portion of the engine which will allow for much more variety within this part of the game.&amp;lt;ref&amp;gt;{{cite web |last=Amrich |first=Dan |title=What I Know About Call of Duty: Black Ops II |publisher=[[One of Swords]] |date=May 1, 2012 |accessdate=May 3, 2012 |url=http://oneofswords.com/2012/05/what-i-know-about-call-of-duty-black-ops-ii/ |deadurl=yes |archiveurl=https://web.archive.org/web/20120504000041/http://oneofswords.com/2012/05/what-i-know-about-call-of-duty-black-ops-ii/ |archivedate=May 4, 2012 |df=mdy-all }}&amp;lt;/ref&amp;gt;&lt;br /&gt;
Black Ops II was released on November 13, 2012.&lt;br /&gt;
&lt;br /&gt;
===Next Gen IW===&lt;br /&gt;
''[[Call of Duty: Ghosts]]'' features an upgraded version of the IW 5.0 seen in ''[[Call of Duty: Modern Warfare 3]]''. It is unknown at this time whether or not any engine features have been taken from ''[[Call of Duty: Black Ops II]]''. Since the main developer is Infinity Ward they have returned to their original engine naming system and called this iteration IW6.&amp;lt;ref name=&amp;quot;Dave Tach&amp;quot;&amp;gt;{{cite web|url=http://www.polygon.com/2013/6/12/4422598/call-of-duty-ghosts-e3-2013|title=Infinity Ward, Call of Duty: Ghosts and the nameless game engine that powers a first-person shooter phenomenon|date=|accessdate=Jun 12, 2013|author=Dave Tach|publisher=Polygon}}&amp;lt;/ref&amp;gt; IW6 is compatible with next-gen systems such as Xbox One and PlayStation 4 so polygon counts, texture detail and overall graphical fidelity has been increased. IW6 is also compatible with Microsoft Windows, Wii U, PS3 and Xbox 360. The IW6 engine features technology from Pixar, SubD, which increases the level of detail of models as one gets closer to them. Mark Rubin has said about the HDR lighting &amp;quot;We used to paint it in and cover up the cracks, but now it's all real-time&amp;quot;.&amp;lt;ref name=&amp;quot;t3.com&amp;quot;&amp;gt;{{cite web|url=http://www.t3.com/news/call-of-duty-ghosts-exclusive-first-look|title=Call of Duty: Ghosts exclusive first look|date=|accessdate=May 31, 2013|publisher=T3}}&amp;lt;/ref&amp;gt; ''Ghosts'' uses Iris Adjust tech which allows the player to experience from a person's point of view how their eyes would react to changes in lighting conditions realistically. Other features include new animation systems, fluid dynamics, interactive smoke, displacement mapping and dynamic multiplayer maps. ''Ghosts'' was released on November 5, 2013. ''[[Call of Duty: Advanced Warfare]]'' features an unknown version of the IW engine, as the majority of it has been re-written. ''Advanced Warfare'' features a new audio engine built from the ground up. Developer Sledgehammer said they have incorporated brand new animation, physics, rendering, lighting, motion capture and facial animation systems.&amp;lt;ref&amp;gt;{{cite web|url=http://www.gamespot.com/articles/call-of-duty-advanced-warfare-uses-version-of-avatar-2-facial-animation-system/1100-6420125/|title=Call of Duty: Advanced Warfare Uses Version of &amp;quot;Avatar 2&amp;quot; Facial Animation System|last=Makuch|first=Eddie|publisher=[[GameSpot]]|date=June 5, 2014|accessdate=June 28, 2014}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''[[Call of Duty: Infinite Warfare]]'''s IW 7.0 features [[weightlessness]] system, [[game physics]] improvement, improved [[Artificial intelligence (video games)|AI]] and improved [[non-player character]]s behaviors.&lt;br /&gt;
&lt;br /&gt;
==Games using IW engine==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable plainrowheaders sortable&amp;quot; style=&amp;quot;font-size:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Title&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Version&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Year&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Upgraded from&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
|''[[Call of Duty 2]]''&lt;br /&gt;
|IW 2.0&lt;br /&gt;
|2005&lt;br /&gt;
|Modified version of [[id Tech 3]] from ''[[Call of Duty (video game)|Call of Duty]]''&lt;br /&gt;
|&lt;br /&gt;
* Normal mapping&lt;br /&gt;
* Light bloom&lt;br /&gt;
* Heat haze&lt;br /&gt;
* Unified shadowing system&lt;br /&gt;
* Game console support.&lt;br /&gt;
|-&lt;br /&gt;
|''[[Call of Duty 4: Modern Warfare]]''&lt;br /&gt;
|IW 3.0&lt;br /&gt;
|2007&lt;br /&gt;
|''Call of Duty 2''{{'}}s IW 2.0 engine&lt;br /&gt;
|&lt;br /&gt;
* Bullet penetration&lt;br /&gt;
* Improved AI&lt;br /&gt;
* Lighting engine upgrades&lt;br /&gt;
* Particle system enhancements&lt;br /&gt;
* Ragdoll physics integrated into character death animations.&lt;br /&gt;
* Self-shadow every frame&lt;br /&gt;
|-&lt;br /&gt;
|''[[Call of Duty: World at War]]''&lt;br /&gt;
|IW 3.0&lt;br /&gt;
|2008&lt;br /&gt;
|''Call of Duty 4: Modern Warfare''{{'}}s IW 3.0 engine&lt;br /&gt;
|&lt;br /&gt;
* Audio occlusion&lt;br /&gt;
* Improved physics&lt;br /&gt;
* Ragdoll physics after death animations&lt;br /&gt;
* Dismemberment&lt;br /&gt;
* More destructible environments&lt;br /&gt;
* Realistic burning of skin and clothing&lt;br /&gt;
* Propagating fire&lt;br /&gt;
|-&lt;br /&gt;
|''[[007: Quantum of Solace]]''&amp;lt;ref&amp;gt;{{cite web|url=http://www.joystiq.com/2008/05/09/new-bond-game-quantum-of-solace-runs-on-cod4-engine-launching-w//|title=New Bond game Quantum of Solace runs on COD4 engine, launching with movie|date=|accessdate=May 9, 2008|author= Ross Miller|publisher=Joystiq}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
|IW 3.0&lt;br /&gt;
|2008&lt;br /&gt;
|''Call of Duty 4: Modern Warfare''{{'}}s IW 3.0 engine&lt;br /&gt;
|&lt;br /&gt;
* Cover system&lt;br /&gt;
|-&lt;br /&gt;
|''[[Call of Duty: Modern Warfare 2]]''&lt;br /&gt;
|IW 4.0&lt;br /&gt;
|2009&lt;br /&gt;
|''Call of Duty 4: Modern Warfare''{{'}}s IW 3.0 engine&lt;br /&gt;
|&lt;br /&gt;
* Texture streaming technology&lt;br /&gt;
* Improved AI&lt;br /&gt;
|-&lt;br /&gt;
|''[[Call of Duty: Black Ops]]''&amp;lt;ref&amp;gt;{{cite web|url=http://www.pcworld.com/article/210095/call_of_duty_black_ops_review_roundup.html/|title=Call of Duty: Black Ops Review Roundup|date=|accessdate=Nov 9, 2010|author= Matt Peckham|publisher=PC World}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
|IW 3.0&lt;br /&gt;
|2010&lt;br /&gt;
|''Call of Duty: World at War''{{'}}s IW 3.0 engine&lt;br /&gt;
|&lt;br /&gt;
* Texture streaming technology&lt;br /&gt;
*[[Stereoscopic 3D]] support&lt;br /&gt;
* Deferred lighting&amp;lt;ref&amp;gt;{{cite web|url=http://www.altdevblogaday.com/2011/01/18/forward-vs-deferred-rendering-whywhen-forward-rendering-still-matters/|archiveurl=https://web.archive.org/web/20140726112404/http://www.altdev.co/2011/01/18/forward-vs-deferred-rendering-whywhen-forward-rendering-still-matters/ |archivedate=July 26, 2014 |title=Deferred rendering vs forward rendering}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|''[[Call of Duty: Modern Warfare 3]]''&amp;lt;ref&amp;gt;{{cite web|url=http://www.tomshardware.com/news/call-of-duty-modern-warfare-3-mw2-cod-mw2,13370.html|title=Call of Duty: Modern Warfare 3 Engine Focused on Gameplay|date=|accessdate=Sep 6, 2011|author=Marcus Yam|publisher=Tom's Hardware US}}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{cite web |last=Bowling |first=Robert |title=IAm Robert Bowling, Creative Strategist on Modern Warfare 3 AMA |publisher=[[reddit]] |date=June 10, 2011 |accessdate=May 4, 2012 |url=https://www.reddit.com/r/IAmA/comments/hwkjy/iam_robert_bowling_creative_strategist_on_modern/c1yyuos}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
|IW 5.0 (MW3 engine)&lt;br /&gt;
|2011&lt;br /&gt;
|''Call of Duty: Modern Warfare 2''{{'}}s IW 4.0 engine&lt;br /&gt;
|&lt;br /&gt;
* Improvements to texture streaming technology to allow for larger regions&lt;br /&gt;
* Lighting engine enhancements to show reflections of some objects on tile floors&lt;br /&gt;
* Improvements to the audio engine&lt;br /&gt;
|-&lt;br /&gt;
|''[[Call of Duty: Black Ops II]]''&amp;lt;ref&amp;gt;{{cite web|url=http://oneofswords.com/2012/05/mark-lamia-discusses-the-black-ops-ii-engine/|title=Mark Lamia discusses the Black Ops II engine|date=|accessdate=May 14, 2012|author=Dan|publisher=One of Swords|deadurl=yes|archiveurl=https://web.archive.org/web/20130312010952/http://oneofswords.com/2012/05/mark-lamia-discusses-the-black-ops-ii-engine/|archivedate=March 12, 2013|df=mdy-all}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
|Black Ops II engine&lt;br /&gt;
|2012&lt;br /&gt;
|''Call of Duty: Black Ops''{{'}}s IW 3.0 engine heavily modified&lt;br /&gt;
|&lt;br /&gt;
* Reveal mapping (improved texture blending)&lt;br /&gt;
* Improved water effects&lt;br /&gt;
* Improved lighting effects&lt;br /&gt;
* Lens flare effects&lt;br /&gt;
* HDR lighting&lt;br /&gt;
* Bounce lighting&lt;br /&gt;
* Self-shadowing&lt;br /&gt;
* Intersecting shadows&lt;br /&gt;
*[[DirectX]] 11 for Windows version&lt;br /&gt;
* Improvements to the audio engine&lt;br /&gt;
|-&lt;br /&gt;
|''[[Call of Duty: Ghosts]]''&amp;lt;ref&amp;gt;{{cite web|url=http://www.pcgamer.com/2013/05/23/call-of-duty-engine-isnt-brand-new-but-upgraded/|title=Call of Duty: Ghosts engine isn’t brand new, but upgraded|date=|accessdate=May 31, 2013|author=Perry Vandell|publisher=PC Gamer}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
|IW 6.0 Next Gen&amp;lt;ref name=&amp;quot;Dave Tach&amp;quot; /&amp;gt;&lt;br /&gt;
|2013&lt;br /&gt;
|''Call of Duty: Modern Warfare 3''{{'}}s MW3 engine updated (IW 5.0)&lt;br /&gt;
|&lt;br /&gt;
*[[Pixar]]'s SubD (models sub-divide the closer the player gets to them)&amp;lt;ref name=&amp;quot;t3.com&amp;quot; /&amp;gt;&lt;br /&gt;
* New animation systems for movement (sliding, leaning etc.)&lt;br /&gt;
* Fluid dynamics&lt;br /&gt;
* Interactive smoke&lt;br /&gt;
* Improved AI&lt;br /&gt;
* Dynamic multiplayer maps&lt;br /&gt;
* Displacement mapping&lt;br /&gt;
* True real-time HDR lighting&lt;br /&gt;
* Iris Adjust tech&lt;br /&gt;
* Graphics Tessellation for Windows, PlayStation 4 and Xbox One&lt;br /&gt;
* PhysX support for Windows version&lt;br /&gt;
* Specular mapping on particle effects&lt;br /&gt;
* Using Umbra's advanced rendering technology&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Advanced Warfare DID NOT use the IW engine, but instead, they used a custom-built one with some code from the IW engine in it. --&amp;gt;&lt;br /&gt;
|''[[Call of Duty: Black Ops III]]''&amp;lt;ref&amp;gt;{{cite web|url=https://twitter.com/pcdev/status/594126768652423169|title=pcdev on Twitter: @treboruk92 Heavily modified from BO2 including completely new renderer|accessdate=May 6, 2015}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
|Black Ops III engine&lt;br /&gt;
|2015&lt;br /&gt;
|''Call of Duty: Black Ops II''{{'}}s Black Ops II engine updated&lt;br /&gt;
|&lt;br /&gt;
* Renderer&lt;br /&gt;
* Animation systems&amp;lt;ref&amp;gt;{{cite web|url=https://community.treyarch.com/t5/Treyarch/Engineer-s-Roundtable/ba-p/9937090|title=Engineer's Roundtable|date=May 23, 2016|accessdate=December 22, 2017|website=[[Treyarch]]}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Lighting&lt;br /&gt;
* Dynamic water simulation system&lt;br /&gt;
*Dynamic Movement&lt;br /&gt;
|-&lt;br /&gt;
|''[[Call of Duty: Infinite Warfare]]''&amp;lt;ref&amp;gt;{{Cite news|url=http://callofduty.wikia.com/wiki/Call_of_Duty:_Infinite_Warfare|title=Call of Duty: Infinite Warfare|newspaper=Call of Duty Wiki|access-date=2016-12-28}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
|IW 7.0 Next Gen&lt;br /&gt;
|2016&lt;br /&gt;
|''Call of Duty: Ghosts''&amp;lt;nowiki/&amp;gt;' heavily modified engine (IW 6.0 Next Gen)&lt;br /&gt;
|&lt;br /&gt;
*[[Physically-based rendering]]&lt;br /&gt;
* Lightning&lt;br /&gt;
* Zero-gravity simulation system&lt;br /&gt;
* Physics improvement&lt;br /&gt;
* Improved AI&lt;br /&gt;
* Improved NPC behaviors&lt;br /&gt;
* Streaming level transition improvement&lt;br /&gt;
* New performance capture stage&amp;lt;ref&amp;gt;{{Cite news|url=https://www.techpowerup.com/reviews/Performance_Analysis/Call_of_Duty_Infinite_Warfare/|title=Call of Duty Infinite Warfare: Performance Analysis|newspaper=TechPowerUp|access-date=2016-12-28}}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{Cite web|url=http://gamingbolt.com/call-of-duty-infinite-warfare-wont-use-a-new-engine-but-will-feature-improvements|title=Call of Duty Infinite Warfare Won’t Use A New Engine, But Will Feature Improvements «  GamingBolt.com: Video Game News, Reviews, Previews and Blog|website=gamingbolt.com|access-date=2016-12-28}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Dynamic Movement&lt;br /&gt;
|-&lt;br /&gt;
|''[[Call of Duty: Black Ops IIII|Call of Duty: Black Ops 4]]''&lt;br /&gt;
|Black Ops 4 engine&lt;br /&gt;
|2018&lt;br /&gt;
|''Call of Duty: Black Ops III''&amp;lt;nowiki/&amp;gt;'s Black Ops III engine updated&lt;br /&gt;
|&lt;br /&gt;
*Lighting Improvement&lt;br /&gt;
*Better Dynamic water simulation system&lt;br /&gt;
*Slimmed Dynamic Movement&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{Reflist|30em}}&lt;br /&gt;
&lt;br /&gt;
{{portal bar|2000s|Video games}}&lt;br /&gt;
{{Call of Duty series|state=expanded}}&lt;br /&gt;
{{Video game engines|state=autocollapse}}&lt;br /&gt;
&lt;br /&gt;
{{DEFAULTSORT:Iw Engine}}&lt;br /&gt;
[[Category:2005 software]]&lt;br /&gt;
[[Category:3D graphics software]]&lt;br /&gt;
[[Category:Activision]]&lt;br /&gt;
[[Category:Proprietary software]]&lt;br /&gt;
[[Category:Video game engines]]&lt;br /&gt;
&lt;br /&gt;
[[fr:Infinity Ward#Moteur de jeu]]&lt;/div&gt;</summary>
		<author><name>Alvin singco s</name></author>
		
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