Infinity Engine: Difference between revisions

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#REDIRECT [[BioWare#Technology]]
{{Short description|Video game software framework}}
{{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 using the Infinity Engine
| developer = [[BioWare]]
| released = 1998
| latest_release_version =
| latest_release_date =
| 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)
| genre = [[Game engine]]
| license = [[Proprietary software|Proprietary]]
| website = [https://gemrb.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 used it again in [[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 -->
 
==History==
 
The Infinity Engine was conceived by BioWare as the foundation for a [[real-time strategy game]], then-titled ''Battleground: Infinity'', which eventually evolved into the first ''Baldur's Gate'', a [[computer 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 was specifically optimized for computer role-playing games. It relies on unified huge pre-rendered [[2D computer graphics|2D]] scrolling backgrounds, with both characters and objects 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 ''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 game to use the Infinity Engine was ''[[Icewind Dale II]]'', released in 2002, unique for adapting the newer [[Editions of Dungeons & Dragons|''D&D 3e'' instead of ''2e'']].<ref>{{cite web|access-date=2025-08-03 |date=2002-09-06 |language=en |title=Icewind Dale II Review |url=https://www.gamespot.com/reviews/icewind-dale-ii-review/1900-2879594/ |website=Gamespot.com |author=Greg Kasavin}}</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 (video game)|The Witcher]]'', the 2007 video game adaptation of [[The Witcher|the Polish 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>


{{Redirect category shell|1=
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>
{{R to section}}
 
}}
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)
* ''[[Icewind Dale]]'' (2000)
** ''[[Icewind Dale: Heart of Winter]]'' (2001)
** ''[[Icewind Dale: Heart of Winter#Trials of the Luremaster|Icewind Dale: Heart of Winter: Trials of the Luremaster]]'' (2001)
* ''[[Baldur's Gate II: Shadows of Amn]]'' (2000)
** ''[[Baldur's Gate II: Throne of Bhaal]]'' (2001)
* ''[[Icewind Dale II]]'' (2002)
* ''[[Baldur's Gate: Enhanced Edition]]'' (2012)
** ''[[Baldur's Gate: Enhanced Edition - Siege of Dragonspear|Baldur's Gate: Enhanced Edition: Siege of Dragonspear]]'' (2016)
* ''[[Baldur's Gate II: Enhanced Edition]]'' (2013)
* ''[[Icewind Dale: Enhanced Edition]]'' (2014)
* ''[[Planescape: Torment#Enhanced Edition|Planescape: Torment: Enhanced Edition]]'' (2017)
 
== See also ==
* [[Odyssey Engine]]
 
== References ==
{{Reflist}}
 
==External links==
* [https://gemrb.sourceforge.net/ GemRB] - Infinity Engine open-source implementation
* [https://gibberlings3.github.io/iesdp/ Infinity Engine Structures Description Project]
* [https://www.mobygames.com/group/3948/game-engine-infinity-engine/ Infinity Engine] at [[MobyGames]]
* [http://www.uvlist.net/groups/info/infinityengine Infinity Engine] at Universal Videogame List
 
{{BioWare}}
{{Video game engines}}
 
[[Category:1998 software]]
[[Category:BioWare]]
[[Category:Infinity Engine games| ]]
[[Category:Video game engines]]

Latest revision as of 19:53, 5 September 2025

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The Infinity Engine is a game engine which allows the creation of 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. BioWare used it again in subsequent installments of the series and also licensed the engine to 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.[1]

History

The Infinity Engine was conceived by BioWare as the foundation for a real-time strategy game, then-titled Battleground: Infinity, which eventually evolved into the first Baldur's Gate, a computer role-playing game.[2]

The graphical engine was specifically optimized for computer role-playing games. It relies on unified huge pre-rendered 2D scrolling backgrounds, with both characters and objects represented by sprites. OpenGL acceleration for enhanced effects was added with Baldur's Gate II.[2][3]

In December 2002, following the release of 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.[4] The last original game to use the Infinity Engine was Icewind Dale II, released in 2002, unique for adapting the newer D&D 3e instead of 2e.[5]

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.[6][7] The Polish studio CD Projekt Red also employed the Aurora Engine to develop The Witcher, the 2007 video game adaptation of the Polish novel series by Andrzej Sapkowski, although the rendering module was rewritten from scratch.[8]

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.[9]

From 2012 to 2017, Infinity was modernized for remasters by Beamdog of all games (except IWD2, due to the loss of its source code),[10] as well as for a new expansion to BG1, Siege of Dragonspear.[11]

List of games using Infinity Engine

The following games and expansions are powered by the Infinity Engine:

See also

References

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External links

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