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Last modified: February 23rd, 2026



πŸ“œ Editorial Note: Preserving the History of Novus

Before you read: This article digs deep into the origins of RF Online. We have tracked down the history of the RF Engine.

All facts below are gathered from public records, old news archives, and the game’s own staff credits. We share this to celebrate the hard work of the people who gave us our childhood memories. Please respect the developers’ legacy and enjoy this trip down memory lane
All staff list obtained from RF Online\System\staff.txt

Odin Development Group

β€˜RF Online’ is a 3D MMORPG with SF background. ODIN Development Group was the primary team responsible for the creation of the R3 Engine and RF Online.

In early stage of RF Online, Odin Development team took 5 years to develop this game, when average development period of online games is less than two years at that time. Led by Mr. Jang (Jang Un-il / Oneal Jang) from the beginning to 2006.

2004 ODIN Development Group

LeadershipProducer: Youn Seok-Ho (μœ€μ„ν˜Έ)
Leader: Jang Un-il (μž₯언일)
Game DesignGame Designer: Choi Chang-ho (졜창호)
β”‚
β”œβ”€ Core Game Designer (4)
β”‚ β”œβ”€ Kwon Gyong-man (ꢌ경만)
β”‚ β”œβ”€ Im Ik-soon (μž„μ΅μˆœ)
β”‚ β”œβ”€ Lee Min-jeong (이민정)
β”‚ └─ Koo Jung-hwan (κ΅¬μ •ν™˜)
β”‚
β”œβ”€ Game World Designer (2)
β”‚ β”œβ”€ Park Jong-woon (λ°•μ’…μš΄)
β”‚ └─ Lee Dong-won (이동원)
β”‚
β”œβ”€ Scenario Editor: Yang In-ho (Do Hyun) (μ–‘μΈν˜Έ)
β”‚
└─ Interface Designer: Hwang Sun-yong (ν™©μ„ μš©))
ProgramServer Programmer (2)
β”œβ”€ Oh Ho-eun (μ˜€ν˜Έμ€)
└─ Lim Young-gi (μž„μ˜κΈ°)
Client Programmer (3)
β”œβ”€ Jang Su-hwan (μž₯μˆ˜ν™˜)
β”œβ”€ Baek Hye-gyung (백혜경)
└─ Kang Sung-jin (κ°•μ„±μ§„)
Engine Programmer (2)
β”œβ”€ Jang Un-il (μž₯언일)
└─ Yoon Myung-ahn (윀λͺ…μ•ˆ)
Graphic DesignLead Graphic Designer (3)
β”œβ”€ Park Sang-soo (λ°•μƒμˆ˜)
β”œβ”€ Lee Seok-jae (μ΄μ„μž¬)
└─ Choi Duk-hyun (μ΅œλ•ν˜„)
β”‚
β”œβ”€ 2D Design
β”‚ β”œβ”€ Lead 2D Designer: Kim Tae-hyung (κΉ€νƒœν˜•)
β”‚ └─ 2D Designer (8)
β”‚ β”œβ”€ Ham Hyun-il (ν•¨ν˜„μΌ)
β”‚ β”œβ”€ Ham Hyun-chul (ν•¨ν˜„μ² )
β”‚ β”œβ”€ Kong Su-jin (κ³΅μˆ˜μ§„)
β”‚ β”œβ”€ Kwon Sang (κΆŒμƒ)
β”‚ β”œβ”€ Park Ki-sun (λ°•κΈ°μ„ )
β”‚ β”œβ”€ Park Hyoung-jun (λ°•ν˜•μ€€)
β”‚ β”œβ”€ Song Yong-geun (μ†‘μš©κ·Ό)
β”‚ └─ Juen Ju-bae (μ „μ£Όλ°°)
β”‚
β”œβ”€ 3D Character Design
β”‚ └─ 3D Designer (12)
β”‚ β”œβ”€ Han Joo-sang (ν•œμ£Όμƒ)
β”‚ β”œβ”€ Jung Myoung-park (μ •λͺ…λ°•)
β”‚ β”œβ”€ Kim Eun-joo (김은주)
β”‚ β”œβ”€ Kim Sang-gun (김상건)
β”‚ β”œβ”€ Park Sun-young (λ°•μ„ μ˜)
β”‚ β”œβ”€ Suk Jeen-hyun (μ„μ§„ν˜„)
β”‚ β”œβ”€ SunU Yoon-bin (μ„ μš°μœ€λΉˆ)
β”‚ β”œβ”€ Yoon Suk-Hyun (μœ€μ„ν˜„)
β”‚ β”œβ”€ We Cheol-woong (μœ„μ² μ›…)
β”‚ β”œβ”€ Lee Sun-min (이선민)
β”‚ β”œβ”€ Hyung Yoo-min (ν˜•μœ λ―Ό)
β”‚ └─ Yoon Tae-kyu (μœ€νƒœκ·œ)
β”‚
β”œβ”€ 3D Still Art Designer
β”‚ └─ Sohn Hyun-ho (μ†ν˜„ν˜Έ)
β”‚
β”œβ”€ 3D Scene Design (8)
β”‚ β”œβ”€ Lee Jae-yong (이재용)
β”‚ β”œβ”€ Kim Joo-yong (κΉ€μ£Όμš©)
β”‚ β”œβ”€ Lim Pil-hwan (μž„ν•„ν™˜)
β”‚ β”œβ”€ Kang Hyun-jae (κ°•ν˜„μž¬)
β”‚ β”œβ”€ Kwon Oh-min (ꢌ였민)
β”‚ β”œβ”€ Moon Jae-won (λ¬Έμž¬μ›)
β”‚ β”œβ”€ Lee Se-young (μ΄μ„Έμ˜)
β”‚ └─ Lee Eun-joo (이은주)
β”‚
β”œβ”€ Real Time Cinematics Design (4)
β”‚ β”œβ”€ Jung Moon-gi (μ •λ¬ΈκΈ°)
β”‚ β”œβ”€ Kim Du-ha (κΉ€λ‘ν•˜)
β”‚ β”œβ”€ Kim Hong-choel (김홍철)
β”‚ └─ Lee Soo-nam (μ΄μˆ˜λ‚¨)
β”‚
β”œβ”€ Effect Design
β”‚ β”œβ”€ Lead Effect Designer: Choi Dong-soon (μ΅œλ™μˆœ)
β”‚ └─ Effect Designer (2)
β”‚ β”œβ”€ Shin Soonook (μ‹ μˆœμš±)
β”‚ └─ Kim Jin-hwan (κΉ€μ§„ν™˜)
β”‚
└─ Animation (7)
β”œβ”€ Kim Yong-kook (κΉ€μš©κ΅­)
β”œβ”€ Kim Do-yong (κΉ€λ„μš©)
β”œβ”€ Sung Ju-hyun (μ„±μ£Όν˜„)
β”œβ”€ Kim Koon-jick (김ꡰ직)
β”œβ”€ Han Kyung-hee (ν•œκ²½ν¬)
β”œβ”€ Hwang Seo-jin (ν™©μ„œμ§„)
└─ Lee Sang-ick (이상읡)
SoundSound Concept Designer: An Sang-il (μ•ˆμƒμΌ)
OST Director Composer: Cho Sung-woo (μ‘°μ„±μš°)
Composer: Choi Yong-lak (졜용락)
β”‚
└─ SFX Engineer (2)
β”œβ”€ Jang Chul-ho (μž₯철호)
└─ Choi Eun-jin (μ΅œμ€μ§„)

2006 ODIN Development Group

LeadershipProducer: Youn Seok-Ho (μœ€μ„ν˜Έ)
Leader: Jang Un-il (μž₯언일)
Game DesignGame Designer: Choi Chang-ho (졜창호)
β”‚
β”œβ”€ Core Game Designer (4)
β”‚ β”œβ”€ Kwon Gyong-man (ꢌ경만)
β”‚ β”œβ”€ Im Ik-soon (μž„μ΅μˆœ)
β”‚ β”œβ”€ Lee Min-jeong (이민정)
β”‚ └─ Koo Jung-hwan (κ΅¬μ •ν™˜)
β”‚
β”œβ”€ Game World Designer (2)
β”‚ β”œβ”€ Park Jong-woon (λ°•μ’…μš΄)
β”‚ └─ Lee Dong-won (이동원)
β”‚
β”œβ”€ Scenario Editor: Yang In-ho (Do Hyun) (μ–‘μΈν˜Έ)
β”‚
└─ Interface Designer: Hwang Sun-yong (ν™©μ„ μš©)
ProgramServer Programmer (2)
β”œβ”€ Oh Ho-eun (μ˜€ν˜Έμ€)
└─ Lim Young-gi (μž„μ˜κΈ°)
Client Programmer (4)
β”œβ”€ Jang Su-hwan (μž₯μˆ˜ν™˜)
β”œβ”€ Baek Hye-gyung (백혜경)
β”œβ”€ Kang Sung-jin (κ°•μ„±μ§„)
└─ Kim Min-sub (κΉ€λ―Όμ„­)
Engine Programmer (2)
β”œβ”€ Jang Un-il (μž₯언일)
└─ Yoon Myung-ahn (윀λͺ…μ•ˆ)
Graphic DesignLead Graphic Designer (3)
β”œβ”€ Park Sang-soo (λ°•μƒμˆ˜)
β”œβ”€ Lee Seok-jae (μ΄μ„μž¬)
└─ Choi Duk-hyun (μ΅œλ•ν˜„)
β”‚
β”œβ”€ 2D Design
β”‚ β”œβ”€ Lead 2D Designer: Kim Tae-hyung (κΉ€νƒœν˜•)
β”‚ └─ 2D Designer (8)
β”‚ β”œβ”€ Ham Hyun-il (ν•¨ν˜„μΌ)
β”‚ β”œβ”€ Ham Hyun-chul (ν•¨ν˜„μ² )
β”‚ β”œβ”€ Kong Su-jin (κ³΅μˆ˜μ§„)
β”‚ β”œβ”€ Kwon Sang (κΆŒμƒ)
β”‚ β”œβ”€ Park Ki-sun (λ°•κΈ°μ„ )
β”‚ β”œβ”€ Park Hyoung-jun (λ°•ν˜•μ€€)
β”‚ β”œβ”€ Song Yong-geun (μ†‘μš©κ·Ό)
β”‚ └─ Juen Ju-bae (μ „μ£Όλ°°)
β”‚
β”œβ”€ 3D Character Design
β”‚ └─ 3D Designer (12)
β”‚ β”œβ”€ Han Joo-sang (ν•œμ£Όμƒ)
β”‚ β”œβ”€ Jung Myoung-park (μ •λͺ…λ°•)
β”‚ β”œβ”€ Kim Eun-joo (김은주)
β”‚ β”œβ”€ Kim Sang-gun (김상건)
β”‚ β”œβ”€ Park Sun-young (λ°•μ„ μ˜)
β”‚ β”œβ”€ Suk Jeen-hyun (μ„μ§„ν˜„)
β”‚ β”œβ”€ SunU Yoon-bin (μ„ μš°μœ€λΉˆ)
β”‚ β”œβ”€ Yoon Suk-Hyun (μœ€μ„ν˜„)
β”‚ β”œβ”€ We Cheol-woong (μœ„μ² μ›…)
β”‚ β”œβ”€ Lee Sun-min (이선민)
β”‚ β”œβ”€ Hyung Yoo-min (ν˜•μœ λ―Ό)
β”‚ └─ Yoon Tae-kyu (μœ€νƒœκ·œ)
β”‚
β”œβ”€ 3D Still Art Designer
β”‚ └─ Sohn Hyun-ho (μ†ν˜„ν˜Έ)
β”‚
β”œβ”€ 3D Scene Design (8)
β”‚ β”œβ”€ Lee Jae-yong (이재용)
β”‚ β”œβ”€ Kim Joo-yong (κΉ€μ£Όμš©)
β”‚ β”œβ”€ Lim Pil-hwan (μž„ν•„ν™˜)
β”‚ β”œβ”€ Kang Hyun-jae (κ°•ν˜„μž¬)
β”‚ β”œβ”€ Kwon Oh-min (ꢌ였민)
β”‚ β”œβ”€ Moon Jae-won (λ¬Έμž¬μ›)
β”‚ β”œβ”€ Lee Se-young (μ΄μ„Έμ˜)
β”‚ └─ Lee Eun-joo (이은주)
β”‚
β”œβ”€ Real Time Cinematics Design (4)
β”‚ β”œβ”€ Jung Moon-gi (μ •λ¬ΈκΈ°)
β”‚ β”œβ”€ Kim Du-ha (κΉ€λ‘ν•˜)
β”‚ β”œβ”€ Kim Hong-choel (김홍철)
β”‚ └─ Lee Soo-nam (μ΄μˆ˜λ‚¨)
β”‚
β”œβ”€ Effect Design
β”‚ β”œβ”€ Lead Effect Designer: Choi Dong-soon (μ΅œλ™μˆœ)
β”‚ └─ Effect Designer (2)
β”‚ β”œβ”€ Shin Soonook (μ‹ μˆœμš±)
β”‚ └─ Kim Jin-hwan (κΉ€μ§„ν™˜)
β”‚
└─ Animation (7)
β”œβ”€ Kim Yong-kook (κΉ€μš©κ΅­)
β”œβ”€ Kim Do-yong (κΉ€λ„μš©)
β”œβ”€ Sung Ju-hyun (μ„±μ£Όν˜„)
β”œβ”€ Kim Koon-jick (김ꡰ직)
β”œβ”€ Han Kyung-hee (ν•œκ²½ν¬)
β”œβ”€ Hwang Seo-jin (ν™©μ„œμ§„)
└─ Lee Sang-ick (이상읡)
SoundSound Concept Designer: An Sang-il (μ•ˆμƒμΌ)
OST Director Composer: Cho Sung-woo (μ‘°μ„±μš°)
Composer: Choi Yong-lak (졜용락)
β”‚
└─ SFX Engineer (2)
β”œβ”€ Jang Chul-ho (μž₯철호)
└─ Choi Eun-jin (μ΅œμ€μ§„)

2009 Development Team (Post-ODIN)

Jang Un-il left CCR in May 2006, and the team was reorganized under new leadership without the ODIN branding. He is highlighted in the Special Thanks section as a “Leader” in staff.txt.

But the game development continue, the complete development of RF Online from early development to the present listed in (Timeline History/ Game Version page).

LeadershipProducer: Youn Seok-Ho (μœ€μ„ν˜Έ)
Game DesignLead System Designer: Jung Seun Hyun (μ •μŠΉν˜„)
β”‚
β”œβ”€ System Designer (8)
β”‚ β”œβ”€ Han Dong Joon (ν•œλ™μ€€)
β”‚ β”œβ”€ Choi Young Jun (μ΅œμ˜μ€€)
β”‚ β”œβ”€ Kim Sung Hee (김성희)
β”‚ β”œβ”€ Kwak Jung Kyung (κ³½μ •κ²½)
β”‚ β”œβ”€ Kim Ki Seon (κΉ€κΈ°μ„ )
β”‚ β”œβ”€ Kim Jae Hyeok (κΉ€μž¬ν˜)
β”‚ β”œβ”€ Hong Sung Soo (ν™μ„±μˆ˜)
β”‚ └─ Hwang Won Hee (황원희)
β”‚
β”œβ”€ World Design
β”‚ β”œβ”€ Lead World Designer: Lim Jong Hwan (μž„μ’…ν™˜)
β”‚ └─ World Designer (2)
β”‚ β”œβ”€ Sim In Bo (심인보)
β”‚ └─ Song Hee Been (μ†‘ν¬λΉˆ)
β”‚
β”œβ”€ Scenario Editor: Song Jung Min (솑정민)
β”‚
└─ Interface Designer: Min Ju Won (민주원)
ProgramChief: Kim Hyun-woo (κΉ€ν˜„μš°)
β”‚
β”œβ”€ Server Programming
β”‚ β”œβ”€ Senior Server Programmer: Yang Seung-bong (μ–‘μŠΉλ΄‰)
β”‚ └─ Server Programmer (9)
β”‚ β”œβ”€ Kim Tae Wan (κΉ€νƒœμ™„)
β”‚ β”œβ”€ Lee Do Hyung (μ΄λ„ν˜•)
β”‚ β”œβ”€ Ryu Woo Sik (λ₯˜μš°μ‹)
β”‚ β”œβ”€ Jung Woo Chul (μ •μš°μ² )
β”‚ β”œβ”€ Kong Kyung Hoon (κ³΅κ²½ν›ˆ)
β”‚ β”œβ”€ Kong Su Jin (κ³΅μˆ˜μ§„)
β”‚ β”œβ”€ An Woo Tae (μ•ˆμš°νƒœ)
β”‚ └─ (Additional programmers)
β”‚
β”œβ”€ Client Programming
β”‚ β”œβ”€ Senior Client Programmer: Ahn Sang-Hak (μ•ˆμƒν•™)
β”‚ └─ Client Programmer (6)
β”‚ β”œβ”€ Koo Jae-won (κ΅¬μž¬μ›)
β”‚ β”œβ”€ Han Deuk-hyun (ν•œλ“ν˜„)
β”‚ β”œβ”€ Kwak Cheol-seung (곽철승)
β”‚ β”œβ”€ Lee Young Hoon (μ΄μ˜ν›ˆ)
β”‚ β”œβ”€ Kim Min Woo (κΉ€λ―Όμš°)
β”‚ └─ Jung Dong Young (μ •λ™μ˜)
β”‚
└─ Engine Programming
β”œβ”€ Senior Engine Programmer: Yang Jung-hyuk (μ–‘μ •ν˜)
└─ Engine Programmer (3)
β”œβ”€ Hwang Won Taek (황원택)
β”œβ”€ Kang Young Sun (κ°•μ˜μ„ )
└─ Ryu Seung Tai (λ₯˜μŠΉνƒœ)
Graphic DesignLead Graphic Designer (2)
β”œβ”€ Kwon Sang (κΆŒμƒ)
└─ Ham Hyun Chul (ν•¨ν˜„μ² )
β”‚
β”œβ”€ Character Design I
β”‚ β”œβ”€ Lead Designer: Jang Young Hee (μž₯영희)
β”‚ └─ Designer (3)
β”‚ β”œβ”€ Seo Jung Wook (μ„œμ •μš±)
β”‚ β”œβ”€ Lee Gwang Suk (이광석)
β”‚ └─ Kim Ho Joong (κΉ€ν˜Έμ€‘)
β”‚
β”œβ”€ Character Design II
β”‚ β”œβ”€ Lead Designer: Kim Sung Gon (κΉ€μ„±κ³€)
β”‚ └─ Designer (2)
β”‚ β”œβ”€ Choi Hyo Jeong (μ΅œνš¨μ •)
β”‚ └─ Heo Eun Young (ν—ˆμ€μ˜)
β”‚
β”œβ”€ Animation Design
β”‚ β”œβ”€ Lead Designer: Yoon Young Bae (윀영배)
β”‚ └─ Designer (4)
β”‚ β”œβ”€ Yang Jung Hwan (μ–‘μ •ν™˜)
β”‚ β”œβ”€ Kil Sun Mi (κΈΈμ„ λ―Έ)
β”‚ β”œβ”€ Lee Jae Wook (이재욱)
β”‚ └─ Lee Myoung Ho (이λͺ…ν˜Έ)
β”‚
β”œβ”€ Scene Design I
β”‚ β”œβ”€ Lead Designer: Kim Young il (κΉ€μ˜μΌ)
β”‚ └─ Designer (5)
β”‚ β”œβ”€ Seo Jung Ho (μ„œμ •ν˜Έ)
β”‚ β”œβ”€ Kim Yong Tae (κΉ€μš©νƒœ)
β”‚ β”œβ”€ Kang He Jung (κ°•ν˜œμ •)
β”‚ β”œβ”€ Lee Tae Woong (μ΄νƒœμ›…)
β”‚ └─ Jang Jung Eui (μž₯μ •μ˜)
β”‚
β”œβ”€ Scene Design II
β”‚ β”œβ”€ Lead Designer: Kim Ju Yong (κΉ€μ£Όμš©)
β”‚ └─ Designer (5)
β”‚ β”œβ”€ Kim Sa ik (김사읡)
β”‚ β”œβ”€ Park Hyung Chul (λ°•ν˜•μ² )
β”‚ β”œβ”€ Bae Yong Bum (λ°°μš©λ²”)
β”‚ β”œβ”€ Choi Youn Hoon (μ΅œμœ€ν›ˆ)
β”‚ └─ Jo Kyung A (μ‘°κ²½μ•„)
β”‚
└─ Effect Design
β”œβ”€ Lead Designer: Lee Jong Soon (μ΄μ’…μˆœ)
└─ Designer (3)
β”œβ”€ Nam Chang Keun (남창근)
β”œβ”€ Kim Jin Woo (κΉ€μ§„μš°)
└─ Jung Eui Sik (μ •μ˜μ‹)

R3 Engine

The R3 engine (R3 Technology TM) was developed at CCR itself and is optimized for online RPG games from the design. It is superior in performance, function, and use compared to 3D MMORPG which partially remodeled foreign FPS game engines such as Unreal, Quake Engine.

Expression of wide space became possible by reinterpreting and approaching the BSP structure which was appropriate for indoors that was used in the Quake engine or other foreign engines but not for outdoors. The world and characters can be managed through quick, simple structures both indoors and outdoors.
The Multi layered Materials System enables dynamic expression on the map based on BSP. Very dynamic, various expressions are created from technologies including Skybox that supports beautiful, extensive expressions, vertex shade for high quality features, Pixel shade, Volumetric effects for brilliant special effects, Enhanced Particle System, Dynamic Light, and a weather system. This makes an appeal as an exciting game to users.

The R3 engine shows high quality, high frames not only to high-feature users but also to low-feature graphic cards (Geforce 2 MX, Radeon 7500). (A high frame rate is shown even in the thick forest (P-III 550,Geforce2MX 32M)

Since the basic structure was set based on the chip set of the next generation which supports TnL from early designs, the present Geforce-FX, Radeon-9800 shows the best quality and performance. R3-Engine2.0 is currently under operation. Faster speed and higher quality are planned to be presented in Geforce-fx, Radeon-9800, and the 3D card that will be released in the future. Keep your expectations high!

Speed is one of the strongest functions of R3 engine. 20 million polygons can be managed per second at maximum. The game would not affect the number of polygons in the background. However, the speed is not slowed down at all, although brilliant effects cover the screen from background+character+effects and other dynamic factors based on fast speed which made the most of the acceleration functions of 3D hardware. This speed will support the genuinely large-scaled RF battle of planets.

R3 Engine written in C++ programming language.

Reference :


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