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The Dunia Engine is a software fork of CryEngine designed by Kirmaan Aboobaker while working at Crytek. Sharing the source code of CryEngine, the Ubisoft Montréal development team heavily modified it for use in Far Cry 2. A revamped and revised version of the Dunia Engine is utilized for James Cameron’s Avatar: The Game. Assassin’s Creed II and Assassin’s Creed: Brotherhood also uses Far Cry 2’s foliage technology, though the Dunia Engine itself is not used for game development (instead opting to run on Anvil). In developing Far Cry 2, Ubisoft Montreal altered the CryEngine to incorporate destructible environments and a more realistic physics engine for better functionality. This altered version was named the Dunia Engine, which was showcased with Far Cry 2 in 2008. Written in C++, the Dunia Engine continued to be enhanced, such as adding weather systems. This engine became the basis of all future Far Cry games, as well as James Cameron’s Avatar: The Game, also developed by Ubisoft Montreal. Far Cry 3 used the Dunia engine 2 introduced by Ubisoft along with the game in 2012, which had the goal to refine the performance of Dunia-based games on consoles and to integrate more complex graphics rendering features such as global illumination. Remi Quenin, one of the engine’s architects at Ubisoft Montreal, stated that Dunia Engine as of 2017 includes all fundamental elements for game development such as physics, day/night cycles, and dynamic sound etc. Little of the first CryEngine code stayed in the recent form.