| Unreal Engine 2 | |
|---|---|
| Initial release | Unreal Warfare build 633 / January 2001 |
| Stable release | Unreal Engine 2.5 build 3369 / November 2005 |
| Written in | C++,UnrealScript |
| Platform | Microsoft Windows,Linux,OS X,Xbox,PlayStation 2,GameCube,PlayStation Portable |
| Predecessor | Unreal Engine 1 |
| Successor | Unreal Engine 3 |
| License | Proprietary |
Unreal Engine 2 (UE2) is the second version ofUnreal Engine developed byEpic Games. Unreal Engine 2 transitioned the engine fromsoftware rendering to hardware rendering and brought support for multiple platforms such as video game consoles. The first game using UE2 was released in 2002 and its last update was shipped in 2005. It was succeeded byUnreal Engine 3.

In October 1998,IGN reported, based on an interview with affiliateVoodoo Extreme, thatTim Sweeney, founder of Epic Games, was doing research for his next-generation engine.[1] With development starting a year later,[2] the second version made its debut in 2002 withAmerica's Army, a free multiplayer shooter developed by theU.S. Army as a recruitment device.[3][4] Soon after, Epic would releaseUnreal Championship on theXbox, one of the first games to utilizeMicrosoft'sXbox Live.[5]
UE2 saw success in its licensing partnerships, a trend that would continue with later versions.[6] Notable games using the engine includedTom Clancy's Splinter Cell,Deus Ex: Invisible War, EA'sHarry Potter games,Red Steel, andBioShock.[6] UE2 could also support varied game genres and styles, with IGN contrasting its use inAmerica's Army withDomestic, anartisticmodification ofUnreal Tournament 2003 that combined "poetry, cinema, and nostalgia into an interactive first person exploration".[6]
A specialized version of UE2 called UE2X was designed forUnreal Championship 2: The Liandri Conflict on the original Xbox platform, featuring optimizations specific to that console.[7] In March 2011,Ubisoft Montreal revealed that UE2 was successfully running on theNintendo 3DS viaTom Clancy's Splinter Cell 3D.[8] "The 3DS is powerful, and we are able to run the Unreal Engine on this console, which is pretty impressive for a handheld machine, and the 3D doesn't affect the performance (thanks to my amazing programmers)," said Ubisoft.[8]
Unreal Tournament 2004 introduced a patch of Unreal Engine 2, commonly referred to as Unreal Engine 2.5. UE2 was last updated in 2005 before being replaced byUnreal Engine 3.[9]
The rendering code for UE2 was completely reworked fromUE1 and made use of new hardware and graphics APIs such theGeForce 3 series.[10] While UE1 was released before the development of mainstream GPU hardware and only employed software rendering in its initial version, UE2 was designed with GPU acceleration in mind from the beginning.[11]
Software rendering was important to us in games up to Unreal Tournament. Now, we can start looking at GeForces and NV20s as the 'baseline' hardware for our next game. We're really focusing on taking advantage of the hardware 100%.
— Sweeney,Maximum PC, 2001[11]
UE2 was also the first version to make use ofDirectX 8, which was released in 2000 and was the first DirectX version to supportpixel shaders andvertex shaders, which, according to Sweeney, would allow game developers to "customize every aspect of a game's look and feel–especially animation and realistic lighting."[11] HardwareT&L was used to support larger outdoor environments, which Epic Games' Jack Porter described as being greatly improved in UE2.[11]
WhileUnreal Tournament was ported to thePlayStation 2 after its release,[12] Unreal Engine 2 was the first version to make multi-platform support an important focus.[6] UE2 supported the PC, PlayStation 2, Xbox, and GameCube.[6] According toIGN, Epic's shift in focus to multi-platform was in anticipation of the larger shift from PC to console development that took place in later years within the video game industry.[6]
The engine integrated a variety of features, including a cinematic editing tool,particle systems, export plug-ins for3D Studio Max andMaya, and askeletal animation system first showcased in the PlayStation 2 version ofUnreal Tournament.[11][13] In addition, the user interface for UnrealEd was rewritten inC++ using thewxWidgets toolkit, which Sweeney said was the "best thing available" at the time.[14]
Epic used the Karma physics engine, a third-party software from UK-based studio Math Engine, to drive the physical simulations such as ragdoll player collisions and arbitraryrigid body dynamics.[5][13][15] WithUnreal Tournament 2004, it included improved optimization, improved physics, editor updates, and more particle effects. Vehicle-based gameplay was successfully implemented, enabling large-scale combat.[5][16] WhileUnreal Tournament 2003 had support for vehicle physics through the Karma engine, as demonstrated by a testmap with a "hastily-constructed vehicle", it was not untilPsyonix created a modification out of Epic's base code that the game received fully coded vehicles. Impressed by their efforts, Epic decided to include it in its successor as an official game mode under the name Onslaught by hiring Psyonix as a contractor.[13][17][18] Psyonix would later developRocket League before being acquired by Epic in 2019.[19]
Category:Unreal Engine 2 games