Formerly the "QUAKE 2 Engine", with pioneering innovation in 3D environments, a few of id Tech 2's most notable features were out-of-the-box support for
OpenGL hardware-accelerated graphics (in addition to the traditional software renderer), and colored lighting effects.
Games created on this engine technology include
Soldier Of Fortune,
Kingpin and Anachronox.
Many people don't realize exactly what releasing the source under the GPL means, or understand how to exploit the
opportunity to use it. Thus, id Tech 2 is perhaps one of the most under-utilized game technologies available. If
you have an amateur team that is long on talent but short on cash and need a proven engine to develop a game that
can be distributed commercially, it doesn't get much better than "Free". If you abide by the GPL terms,
then this technology is truly a gift from id. Unlike some "bargain" licensors, we don't impose ANY
restrictions on your distribution channel (retail, internet, etc.). This is the perfect way to get noticed as a
company or design team, as you can do something cool - and get paid, too.
If GPL does not work for you, we offer a "non-GPL" engine license for a flat fee (no backend royalty) of
$10,000 per title (for the original engines owned 100% by id Software - not including any of the open-source GPL
modifications that have been released for the engines). So you can grab the source and tools from our FTP site and
sign a separate agreement with us, allowing you to keep your source modifications confidential (if you like). The
network code alone is worth many times that fee. Remember, this engine is the foundation for what Valve did with
Half-Life, and the software and OpenGL rendering is still as fast as it ever was.
Even if you're not making a first person shooter but want to use some of the best high-latency network code ever
designed (QUAKEWorld), you can sign up and not have to release your rendering source code. This is also useful if
you are interested in making a budget game, but want to keep the enhancements and features you develop for the
engine confidential and "proprietary". While it's not the cutting-edge technology it once was, it can
still help you create a great game for a fraction of the price of other "cheap" engines.
If you find this technology interesting and would like to experiment with it a bit before
contacting us, simply purchase a copy of the relevent base game, then download the
packages from the QUAKE and QUAKE II sections of our
technology downloads page.