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Developer(s) | id Software (John Carmack, Michael Abrash, John Cash) |
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Final release | 1.09 / December 21, 1999 |
Repository | github.com/id-Software/Quake |
Written in | C, Assembly (for software rendering & optimization) |
Platform | DOS, AmigaOS, Microsoft Windows, macOS, Linux, Nintendo 64, Zeebo, Xbox One, Xbox Series X/S, PlayStation 4, PlayStation 5 |
Predecessor | Doom engine |
Successor | Quake II engine, GoldSrc |
License | GNU GPL-2.0-or-later |
Website | www![]() |
The Quake engine (id Tech 2), is the game engine developed by id Software to power their 1996 video game Quake . It featured true 3D real-time rendering. Since 1999, it has been licensed under the terms of GNU General Public License v2.0 or later.
After release, the Quake engine immediately forked. Much of the engine remained in Quake II and Quake III Arena . The Quake engine, like the Doom engine, used binary space partitioning (BSP) to optimise the world rendering. The Quake engine also used Gouraud shading for moving objects, and a static lightmap for non-moving objects.
Historically, the Quake engine has been treated as a separate engine from its successor, the Quake II engine. Although the codebases for Quake and Quake II were separate GPL releases, [1] [2] both engines are now considered variants of id Tech 2. [3]
The Quake engine was developed from 1995 for the video game Quake, released on June 22, 1996. John Carmack did most of the programming of the engine, with help from Michael Abrash in algorithms and assembly optimization. The Quake II engine (id Tech 2.5) was based on it.
John Romero initially conceived of Quake as an action game taking place in a fully 3D polygon world, inspired by Sega AM2's 3D fighting game Virtua Fighter . Quake was also intended to feature Virtua Fighter-influenced third-person melee combat. However, id Software considered it to be risky, and it would've taken longer to develop the engine. Because the project was taking too long, the third-person melee was eventually dropped. [4] [5]
On December 21, 1999, John Carmack of id Software released the Quake engine source code on the Internet under the terms of GPL-2.0-or-later, allowing programmers to edit the engine and add new features. Programmers were soon releasing new versions of the engine on the net. Some of the most known engines are:
Year | Title | Developer(s) | Publisher(s) |
---|---|---|---|
1996 | Quake | id Software | GT Interactive |
1997 | Quake Mission Pack No. 1: Scourge of Armagon | Hipnotic Interactive | 3D Realms |
Quake Mission Pack No. 2: Dissolution of Eternity | Rogue Entertainment | 3D Realms | |
Hexen II | Raven Software | id Software, Activision | |
Malice | Ratloop | Quantum Axcess | |
Shrak | Quantum Axcess | Quantum Axcess | |
X-Men: The Ravages of Apocalypse | Zero Gravity Entertainment | WizardWorks | |
1998 | Hexen II Mission Pack: Portal of Praevus | Raven Software | id Software Activision |
Abyss of Pandemonium - The Final Mission | Impel Development Team | Perfect Publishing | |
2000 | Laser Arena | Trainwreck Studios | ValuSoft |
2001 | CIA Operative: Solo Missions | Trainwreck Studios | ValuSoft |
Urban Mercenary | Moshpit Entertainment | Moshpit Entertainment |
Year | Title | Developer(s) | Publisher(s) |
---|---|---|---|
2000 | OpenQuartz [41] | OpenQuartz Team | SourceForge |
2001 | Transfusion [42] | Transfusion Project | SourceForge |
2002 | Eternal War: Shadows of Light | Two Guys Software | Two Guys Software |
2005 | Nexuiz | Alientrap | Alientrap |
2007 | The Hunted [43] | Chris Page | ModDB |
2011 | Xonotic | Team Xonotic | Team Xonotic |
Steel Storm | Kot-in-Action Creative Artel | Kot-in-Action Creative Artel | |
2012 | Forced: Leashed [44] | Kepuli Games | Kepuli Games |
RetroBlazer [45] [46] [47] | Hydra Game Works | Hydra Game Works | |
2013 | Chaos Esque Anthology [48] | Chaos Esque Team | Chaos Esque Team |
2015 | Rexuiz [49] | Rexuiz Team | Rexuiz Team |
2017 | FreeCS [6] | FreeCS Team | GitHub |
2018 | FortressOne [50] | FortressOne Team | FortressOne Team |
The Wastes [51] | Vera Visions L.L.C | Vera Visions L.L.C | |
2019 (Early access) | LibreQuake [52] | LibreQuake Team | GitHub |
2021 (Early access) | Doombringer [53] | Anomic Games | Anomic Games |
2024 | Wrath: Aeon of Ruin [54] | Killpixel | 3D Realms 1C Entertainment |
2024 (Early access) | BRAZILIAN DRUG DEALER 3: I OPENED A PORTAL TO HELL IN THE FAVELA TRYING TO REVIVE MIT AIA I NEED TO CLOSE IT [55] | Joeveno | Joeveno |
My original idea was to do something like Virtua Fighter in a 3D world, with full-contact fighting, but you'd also be able to run through a world, and do the same stuff you do in Quake, only when you got into these melees, the camera would pull out into a third-person perspective. It would've been great, but nobody else had faith in trying it. The project was taking too long, and everybody just wanted to fall back on the safe thing – the formula.