Infinity Engine: Difference between revisions

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Infinity remains closed source, GemRB is purely RE'd.
Tag: Reverted
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{{short|Video game engine}}
{{Infobox Software
| name = Infinity Engine
| logo =
| screenshot = File:Planescape start-room.jpg
| caption = Screenshot of ''[[Planescape: Torment]]'' demonstrating the [[user interface]] and 2D [[isometric graphics]] representative of games utilizingusing the Infinity Engine
| developer = [[BioWare]]
| released = 1998
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| latest_preview_version =
| latest_preview_date =
| programming language = [[C++]], [[Lua]]
| operating_system = '''Original editions:''' [[Microsoft Windows|Windows]], [[Classic Mac OS|Mac OS]], [[macOS|OS X]]<br />'''Enhanced Editions:''' [[Microsoft Windows|Windows]], [[macOS]], [[Linux]], [[Android (operating system)|Android]], [[iOS]], [[Nintendo Switch|Switch]], [[PlayStation 4|PS4]], [[Xbox One|XB1]]<br />'''GemRB:''' [[Microsoft Windows|Windows]], [[macOS]], [[Linux]] (release builds; many more OSs via community builds)
| operating_system = [[Microsoft Windows]], [[Mac OS]], [[Mac OS X]], [[AmigaOS 4]], [[GNU/Linux]]
| genre = [[Game engine]]
| license = [[Proprietary software|Proprietary]]
| website = http[https://wwwgemrb.bioware.com</br>https:/org/ gemrb.org/] (open-source recreation)
}}
 
The '''Infinity Engine''' is a [[game engine]] which allows the creation of [[Isometric projection|isometric]] [[role-playing video games]] adapting the ''[[Dungeons & Dragons]]'' ruleset. It was originally developed by [[BioWare]] for a prototype [[real-time strategy]] game codenamed ''Battleground: Infinity'', which was ultimately re-engineered to become 1998's ''[[Baldur's Gate (video game)|Baldur's Gate]]''. BioWare utilizedused it again in several [[Baldur's Gate|subsequent installments]] of the series and also licensed the engine to [[Interplay Entertainment|Interplay]]'s [[Black Isle Studios]] to create the ''[[Icewind Dale]]'' series and ''[[Planescape: Torment]]''. The engine would serve as the cancelled ''Battleground: Infinity's'' [[namesake]].<ref>{{cite book|title=BioWare: Stories and Secrets from 25 Years of Game Development|publisher=[[Dark Horse Comics]]|___location=United States|year=2020|isbn=9781506718804|page=27|quote=Baldur's Gate was the first game re-leased using BioWare's Infinity engine, named for Baldur's Gate's predecessor: the unreleased Battleground: Infinity. BioWare also used the Infinity engine for Baldur's Gate II... and... licensed it for other isometric Western RPG classics.|url=https://www.google.com/books/edition/BioWare_Stories_and_Secrets_from_25_Year/88PiDwAAQBAJ?hl=en&gbpv=0|url-status=dead|archive-url=https://web.archive.org/web/20250812010310/https://www.google.com/books/edition/BioWare_Stories_and_Secrets_from_25_Year/88PiDwAAQBAJ?hl=en&gbpv=0|archive-date=12 August 2025}}</ref><!-- auto-translated from Polish by Module:CS1 translator --></ref>
 
==History==
 
The Infinity Engine was conceived by BioWare as the foundation for the [[real-time strategy game]], then-titled ''Battleground Infinity'', which eventually evolved into the first [[''Baldur's Gate]]'', a [[CRPGcomputer role-playing game]].<ref name=Inf0>{{cite web|access-date=2025-08-03 |language=en |title=Infinity Engine |url=http://www.moddb.com/engines/infinity-engine}}<!-- auto-translated from Polish by Module:CS1 translator --></ref>
 
The graphical engine uses an [[API]] implemented in [[OpenGL]],<ref name=Inf0/> and was specifically designedoptimized for computer role-playing games. It relies on isometric,unified huge pre-rendered [[2D computer graphics|2D]] graphicsscrolling backgrounds, with both PCscharacters and NPCsobjects represented by [[Sprite (computer graphics)|sprites]]. [[OpenGL]] acceleration for enhanced effects was added with ''[[Baldur's Gate II]]''.<ref name=Inf0/><ref name=Inf1>{{cite web|access-date=2025-08-03 |language=en |title=Infinity Engine |url=https://www.giantbomb.com/infinity-engine/3015-495/}}<!-- auto-translated from Polish by Module:CS1 translator --></ref>
 
In December 2002, following the release of ''[[Baldur's Gate II]]BG2'', Ray Muzyka announced a high-resolution patch for BioWare's games that enabled the Infinity Engine to support resolutions higher than 800×600 pixels.<ref>{{cite web|access-date=2025-08-03 |date=2002-12-13 |language=it |title=Bioware, una patch alta risoluzione per i suoi RPG |url=http://multiplayer.it/notizie/bioware-una-patch-alta-risoluzione-per-i-suoi-rpg.html |website=multiplayer.it}}</ref> The last original computer game to use the Infinity Engine was ''[[Icewind Dale II]]'', released in 2002.<ref>{{cite, web|access-date=2025-08-03unique |date=2002-09-06for |language=enadapting |title=Icewindthe Dalenewer II[[Editions Reviewof |url=https://www.gamespot.com/reviews/icewind-dale-ii-review/1900-2879594/Dungeons |website=Gamespot.com& Dragons|author=Greg Kasavin}}</ref> The engine would be re-used in 2012's ''[[Baldur'sD&D Gate: Enhanced Edition]]3e'' andinstead 2014'sof ''[[Baldur2e's Gate II: Enhanced Edition]]'' as well as for an [[expansion pack|expansion]] for the former, 2016's ''[[Siege of Dragonspear]]''.<ref>{{cite web|access-date=2025-08-03 |date=20162002-0409-1406 |language=en |title=Baldur'sIcewind Gate:Dale Enhanced EditionII Review |url=https://www.gamespot.com/reviews/baldursicewind-gatedale-siegeii-of-dragonspearreview/1900-64164082879594/ |website=Gamespot.com |author=BrettGreg ToddKasavin}}</ref>
 
The [[Aurora Engine]] is regarded as the [[spiritual successor]] to the Infinity Engine. BioWare would use it to create ''Neverwinter Nights'' (2002) and its expansions.<ref>{{cite web|title=Aurora Engine|publisher=[[Giant Bomb]]|url=https://www.giantbomb.com/aurora-engine/3015-1468/|url-status=dead|archive-url=https://web.archive.org/web/20250504234921/https://www.giantbomb.com/aurora-engine/3015-1468/|archive-date=4 May 2025|access-date=29 July 2025|quote=The spiritual successor to the Infinity Engine. This 3D engine made its appearance in the Neverwinter Nights series, and provided a toolset along with multiplayer where players could be Dungeon Masters and make their own stories and play them out with friends.}}</ref><ref>{{cite web|last=Shields|first=Jo|title=The new night|url=http://www.hexus.net/content/item.php?item=411|publisher=HEXUS.net|date=27 August 2002|access-date=19 May 2009|archive-date=24 September 2019|archive-url=https://web.archive.org/web/20190924170819/https://www.hexus.net/gaming/reviews/pc/411-neverwinter-night-pc/|url-status=live}}</ref> The Polish studio [[CD Projekt Red]] also employed the Aurora Engine to develop ''The Witcher'', the 2007 video game adaptation of the Polish fantasy novel series by Andrzej Sapkowski, although the rendering module was rewritten from scratch.<ref>{{Cite web|last1=Bayer|first1=Thilo|last2=Reuther|first2=Philipp|date=2022-10-27|title=15 Jahre The Witcher 1: CD Projekt Reds erster Streich im Retro-Rückblick [Hinweis]|url=https://www.pcgameshardware.de/The-Witcher-Spiel-38484/Specials/Rueckblick-15-Jahre-1406048/|access-date=2022-12-30|website=PC Games Hardware|language=de|archive-date=30 December 2022|archive-url=https://web.archive.org/web/20221230223935/https://www.pcgameshardware.de/The-Witcher-Spiel-38484/Specials/Rueckblick-15-Jahre-1406048/|url-status=live}}</ref>
 
Players independently wrote GemRB, a [[game engine recreation]] of Infinity that is [[open source]] and [[multiplatform]]. After development started in 2000, it first achieved completability of a game (''BG2'') in 2009, and of all games by 2024.<ref>{{cite web|access-date=2025-08-18 |title=History of the engines and games - GemRB homepage |url=http://gemrb.org/History.html}}</ref>
 
From 2012 to 2017, Infinity was modernized for [[remaster]]s by [[Beamdog]] of all games (except ''IWD2'', due to the [[lost media|loss of]] its [[source code]]),<ref>{{cite web|access-date=2025-08-24 |date=2017-07-06 |language=en |title=Real Talk - Icewind Dale II, Enhanced Edition Patch Progress, and a Beamdog Client Update - The Beamblog |url=http://blog.beamdog.com/2017/07/real-talk-icewind-dale-ii-enhanced.html}}</ref> as well as for a new [[expansion pack|expansion]] to ''BG1'', ''[[Siege of Dragonspear]]''.<ref>{{cite web|access-date=2025-08-03 |date=2016-04-14 |language=en |title=Baldur's Gate: Enhanced Edition Review |url=https://www.gamespot.com/reviews/baldurs-gate-siege-of-dragonspear/1900-6416408/ |website=[[GameSpot]] |author=Brett Todd}}</ref>
 
== List of games using Infinity Engine ==
The following games and expansions are powered by the Infinity Engine:
* ''[[Baldur's Gate (video game)|Baldur's Gate]]'' (1998)
** ''[[Baldur's Gate: Tales of the Sword Coast]]'' (1999)
* ''[[Planescape: Torment]]'' (1999)
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* ''[[Baldur's Gate II: Enhanced Edition]]'' (2013)
* ''[[Icewind Dale: Enhanced Edition]]'' (2014)
* ''[[Planescape: Torment#Enhanced Edition|Planescape: Torment: Enhanced Edition]]'' (2017)
 
== See also ==
 
* [[BioWare]]
* [[Aurora Engine]]
* [[Odyssey Engine]]
* [[cRPG]]
 
== References ==
{{Reflist}}
 
{{BioWare}}
 
==External links==
* [https://gemrb.sourceforge.net/ GemRB] - Infinity Engine open-source implementation
* [http://www.bioware.com/ BioWare] official website
* [httphttps://iesdpgibberlings3.infogithub.io/iesdp/ Infinity Engine Structures Description Project]
* [httphttps://www.uvlistmobygames.netcom/groupsgroup/info3948/game-engine-infinity-engine/infinityengine Infinity Engine] full gamesat list[[MobyGames]]
* [httpshttp://gemrbwww.sourceforgeuvlist.net/groups/info/infinityengine Infinity Engine] cloneat GemRB]Universal Videogame List
 
* [[{{BioWare]]}}
{{Video game engines |state=autocollapse}}
{{short|Video game engineengines}}
 
{{D&D topics}}
 
[[Category:1998 software]]
[[Category:AmigaOS 4 games]]
[[Category:BioWare]]
[[Category:Infinity Engine games| ]]