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The level format, as with previous id Software engines, used binary space partitioning. Since they were compiled for specific platforms, instead of an interpreter, they could run faster than Quake's solution, which was to run the game logic ( QuakeC) in a limited interpreter.id could release the source code to allow modifications while keeping the remainder of the engine proprietary.Libraries were also used for the game logic, for two reasons: This allowed both software and OpenGL renderers, which were selected by loading and unloading separate libraries.
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Another interesting feature was the subdivision of some of the components into dynamic-link libraries. 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. Since its release, the Quake II engine has been licensed for use in several other games. The Quake II engine is a game engine developed by id Software for use in their 1997 first-person shooter Quake II.
#QUAKE II 1998 MAC OS#
Windows, Mac OS 8, Linux, PowerPC Macintosh, Amiga, Nintendo 64, Dreamcast, Xbox, PlayStation 2 C, Assembly (for software rendering & optimization)
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