It was their first game to launch on CD-ROM, it was their first game to feature a cutscene (unless you count the text on the screen from previous games), and it was their first game to have a hardware renderer out of the box. It represented a number of firsts for id Software. It did launch later for the Mac but it was years down the line. Between those two, Quake II launched, with a focus split between single and multiplayer, both a software and hardware renderer, and developed on Windows for Windows, full stop. Quake III: Arena launched as a hardware-accelerated 3D engine developed on Windows for multiple computer platforms with a multiplayer focus and a tacked-on single player mode featuring bot match challenges. The original Quake launched as a software-rendering 3D engine developed on NEXTSTEP platforms for DOS with a single-player focus and an added multiplayer experience that proved to have real legs. Quake II is sort of the odd man out in the original Quake trilogy. My Wolfenstein and DOOM work was based on the original, official id Software iOS ports from 2009, my Quake port was based off of a Google Cardboard experimental port, my Quake III: Arena port was done based off of Beben III, a culmination of efforts to port ioquake3 to iOS, and my Return to Castle Wolfenstein port was based off of fusing the iortcw port of the original RTCW code with the Quake III: Arena port. So far, this project has been the most difficult port yet, simply because as far as I can tell no one has ever done it before (and if they have, I didn’t find it). Quake II for iOS and tvOS for Apple TV Schnapple | February 11, 2019Ĭircling back to the gap in the Quake series, I have now ported Quake II to iOS and tvOS for Apple TV.ĭeviating slightly from my usual practice, I’m writing this accompanying article before I’m done and before I get everything working.
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