Quake II engine
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| Quake II engine | |
|---|---|
| Lua error in package.lua at line 80: module 'Module:InfoboxImage/data' not found. A screenshot of Quake II | |
| [[Programmer|DeveloperTemplate:Pluralize from text]] | id Software (John Carmack, John Cash, and Brian Hook) |
| 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 in part |
| License | GNU GPL-2.0-or-later |
| Website | Script error: No such module "WikidataIB". |
| Repository | github.com/id-Software/Quake-2 |
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id Tech 2, originally known as the Quake II engine, is a game engine developed by id Software for use in their 1997 first-person shooter Quake II.[1] Like its predecessor, the Quake engine, the Quake II engine was also licensed to other developers, appearing in several other games of the era,[2] before being made freely available under the terms of the GNU General Public License on December 22, 2001.[3][4]
Engine features
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 shared 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:
- Since they were compiled for specific platforms, instead of an interpreter, they could run faster than QuakeTemplate:'s solution, which was to run the game logic (QuakeC) in a limited interpreter.[5]
- id could release the source code to allow modifications while keeping the remainder of the engine proprietary.[6]
As with previous id Software engines, level geometry used binary space partitioning, and would be authored using constructive solid geometry like in the Quake engine. 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 overlaid onto the level geometry and used to determine the light intensity each 3D model should receive, but not its direction.[7][8]
Games using the Quake II engine
Games using a proprietary license
| 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] | Canopy Games | |
| 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 |
Games based on the GPL source release
| 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 |
Ports
- Jake2 – a Java port of the Quake II engine's GPL release. It has since been used by Sun as an example of Java Web Start capabilities for games distribution over the Internet.[16] In 2006, it was used to experiment playing 3D games with eye tracking.[17] The performance of Jake2 is on par with the original C version.[18]
- Quake2Forge – one of the earliest community produced source ports.[19]
- Quake2xp – a port of Quake II to modern operating systems.[20][21][22]
- KMQuake2 – an upgraded engine for Quake II.[22][23][24]
- Quake2maX – OpenGL focused source port.
- Quake 2 Evolved – early graphically enhanced game engine.[25][26][27][28]
- Quetoo (formerly Quake2World) – multiplayer focused port derived from Quake2Forge.[14][29]
- Berserker@Quake2 – graphically enhanced Quake II port.[30]
- Yamagi Quake II – a port of Quake II to modern systems which aims to preserve the original gameplay.[31][32][33][34][22]
- vkQuake2 – the original Quake II engine with additional Vulkan renderer created by Krzysztof Kondrak, a programmer from Poland. It was originally released in December 2018 under the GPLv2.[35][36]
- CRX Engine – custom version for CodeRED: Alien Arena.[37][38][39][40]
- Qfusion – a modification of the GPL version of the engine. The engine was used in the 2012 game Warsow.[41][12][13]
- Q2Pro – a mutliplayer oriented port, which was also used as the basis for Quake II RTX.[42][43]
- R1Q2 – another multiplayer focused port.[22]
- DirectQII – DirectX oriented source port.
- Fruitz of Dojo – a source port aimed at Mac OS X.[44][45][46]
- Q2DOS – a backport of the game to MS-DOS.[47][48][49]
See also
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- List of game engines
- Quake engine
- Id Tech 3
- Id Tech 4
- Id Tech 5
- Id Tech 6
- First-person shooter engine
- Quake modding
References
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- ^ a b Page Module:Citation/CS1/styles.css has no content."Technology Licensing: id Tech 2". Archived from the original on November 8, 2009. Retrieved September 17, 2008.
- ^ Page Module:Citation/CS1/styles.css has no content.DiBona, Chris (December 22, 2001). "Quake 2 Source Code Released Under the GPL". Slashdot. Retrieved September 4, 2016.
- ^ Page Module:Citation/CS1/styles.css has no content.Foster-Johnson, Eric (January 24, 2002). "Quake 2 Sources Released". Computerworld. Retrieved July 15, 2024.
- ^ Page Module:Citation/CS1/styles.css has no content.Sanglard, Fabien (September 16, 2011). "Quake 2 Source Code Review 2/4". fabiensanglard.net. Retrieved July 29, 2023.
Dynamic linking provided numerous advantages: [...] Full native speed for mods, no need to rely on QuakeC and Quake Vitual machine.
- ^ Page Module:Citation/CS1/styles.css has no content.Sanglard, Fabien (September 16, 2011). "Quake 2 Source Code Review 2/4". fabiensanglard.net. Retrieved July 29, 2023.
Dynamic linking provided numerous advantages: [...] More capabilities to mod makers, the entire game could be altered via game.dll.
- ^ Page Module:Citation/CS1/styles.css has no content.Milne, Rory (March 1, 2019). "The making of Quake 2". pcgamer.com. Retrieved July 29, 2023.
We also had light bouncing—simulated radiosity—so every corner of the world had some lighting.
- ^ Page Module:Citation/CS1/styles.css has no content.Sanglard, Fabien (September 16, 2011). "Quake 2 Source Code Review 3/4". fabiensanglard.net. Retrieved July 29, 2023.
Contrary to Quake1, Quake2 used radiosity and colored light during the precalculation.
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{{cite magazine}}: CS1 maint: unrecognized language (link) - ^ a b Page Module:Citation/CS1/styles.css has no content."Warsow". Level (in Romanian). No. 4/2008. April 2008. p. 7.
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- ^ Page Module:Citation/CS1/styles.css has no content.Dawe, Liam (August 19, 2019). "Based on the classic FPS Warsow, the new Warfork is now live in Early Access". GamingOnLinux. Retrieved February 8, 2023.
- ^ Page Module:Citation/CS1/styles.css has no content."JDK 6u10: Jake2: Quake II in Java". Sun Microsystems. Retrieved July 27, 2023.
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.
- ^ Page Module:Citation/CS1/styles.css has no content.Miller, Ross (August 3, 2006). "Play with your eyes". Joystiq. Archived from the original on February 3, 2008. Retrieved July 18, 2009.
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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.
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- ^ Page Module:Citation/CS1/styles.css has no content.Larabel, Michael (June 15, 2013). "QFusion Game Engine Advanced With New Features". Phoronix. Retrieved August 9, 2024.
- ^ Page Module:Citation/CS1/styles.css has no content.Meer, Alec (January 18, 2019). "Raytraced Quake II makes me want to buy a ludicrously expensive new graphics card". Rock Paper Shotgun. Retrieved July 15, 2024.
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External links
- Page Module:Citation/CS1/styles.css has no content."Official Quake II engine website". Archived from the original on November 8, 2009. Retrieved August 4, 2007.
- Official Quake II engine source code, as originally released at GitHub
- Official Quake II engine source code, version 3.21 at id Software
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