![]() A screenshot of Quake II | |
Developer(s) | id Software (John Carmack, John Cash, and Brian Hook) |
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Final release | 3.21 / December 22, 2001 |
Repository | github.com/id-Software/Quake-2 |
Written in | C, Assembly (for software rendering & optimization) |
Platform | Windows, Mac OS 8, Linux, PowerPC Macintosh, Amiga, Nintendo 64, Dreamcast, Xbox, PlayStation 2 |
Predecessor | Quake engine |
Successor | id Tech 3, GoldSrc |
License | GNU GPL-2.0-or-later |
Website | www![]() |
The Quake II engine (id Tech 2.5[ citation needed ]), is a game engine developed by id Software for use in their 1997 first-person shooter Quake II . [1] It is the successor to the Quake engine. Since its release, the Quake II engine has been licensed for use in several other games. [2]
One of the engine's most notable features was out-of-the-box support for hardware-accelerated graphics, specifically OpenGL, along with the traditional software renderer. [2] Another interesting feature was the subdivision of some of the components into dynamic-link libraries. This allowed both software and OpenGL renderers, which were selected by loading and unloading separate libraries. Libraries were also used for the game logic, with consequences including:
The level format, as with previous id Software engines, used binary space partitioning. The level environments were lit using lightmaps, a method in which light data for each surface is precalculated (this time, via a radiosity method) and stored as an image, which is then used to determine the lighting intensity each 3D model should receive, but not its direction. [5] [6]
id Software released the source code on December 22, 2001, under the terms of the GNU General Public License v2.0 or later. [7] [8]
Year | Title | Developer |
---|---|---|
1997 | Quake II | id Software |
1998 | Quake II Mission Pack: The Reckoning | Xatrix Entertainment |
Quake II Mission Pack: Ground Zero | Rogue Entertainment | |
Zaero (unofficial expansion for Quake II) [9] | Team Evolve | |
Juggernaut: The New Story (unofficial expansion for Quake II) [9] | HeadGames Publishing | |
Heretic II | Raven Software | |
SiN | Ritual Entertainment | |
1999 | SiN: Wages of Sin | 2015, Inc. |
Kingpin: Life of Crime | Xatrix Entertainment | |
2000 | Soldier of Fortune | Raven Software |
Daikatana | Ion Storm | |
2001 | Anachronox |
Year | Title | Developer |
---|---|---|
2000 | D-Day: Normandy [10] [11] | D-Day: Normandy Team |
2003 | UFO: Alien Invasion | UFO: Alien Invasion Team |
2008 | Gravity Bone | Blendo Games |
2012 | Warsow [12] [13] | Warsow Team |
Thirty Flights of Loving | Blendo Games | |
2017 | Alien Arena: Warriors of Mars | COR Entertainment, LLC |
Quetoo [14] | Quetoo Team | |
2019 | Warfork [15] | Warfork Team |
Dynamic linking provided numerous advantages: [...] Full native speed for mods, no need to rely on QuakeC and Quake Vitual machine.
Dynamic linking provided numerous advantages: [...] More capabilities to mod makers, the entire game could be altered via game.dll.
We also had light bouncing—simulated radiosity—so every corner of the world had some lighting.
Contrary to Quake1, Quake2 used radiosity and colored light during the precalculation.
The Jake2 applet example shows the future of game distribution over the Internet. Jake2 is a port of id Software's Quake II to the Java platform developed by Bytonic Software. (...). With the new Java Plug-In, it is now possible to deploy the game directly into the web page with full hardware acceleration and rock-solid reliability.
This is a great show of 3D prowess. Things like this, as well as the Narya 2D open source engine from ThreeRings really are starting to at least show Java can serve as a first-class gaming platform. More than that, just having seen all the… *cough* horrible code in games before, having things like Java's threading model, network and database support might really make it a BETTER platform for a lot of forthcoming games than C.