GPU acceleration The rendering code for UE2 was completely reworked from
UE1 and made use of new hardware and graphics APIs such the
GeForce 3 series. 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. Unreal Engine 2 was the first version to make multi-platform support an important focus. UE2 supported the PC, PlayStation 2, Xbox, and GameCube. In addition, the user interface for UnrealEd was rewritten in
C++ using the
wxWidgets toolkit, which Sweeney said was the "best thing available" at the time. 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 arbitrary
rigid body dynamics. With
Unreal Tournament 2004, it included improved optimization, improved physics, editor updates, and more particle effects. Vehicle-based gameplay was successfully implemented, enabling large-scale combat. While
Unreal Tournament 2003 had support for vehicle physics through the Karma engine, as demonstrated by a testmap with a "hastily-constructed vehicle", it was not until
Psyonix 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. Psyonix would later develop
Rocket League before being acquired by Epic in 2019. ==See also==