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Developer(s) | id Software (John Carmack, Michael Abrash, John Cash) |
---|---|
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 | Choas 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] | FortresssOne Team | FortressOne Team |
The Wastes [51] | Vera Visions L.L.C | Vera Visions L.L.C | |
2019 | 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 |
id Software LLC is an American video game developer based in Richardson, Texas. It was founded on February 1, 1991, by four members of the computer company Softdisk: programmers John Carmack and John Romero, game designer Tom Hall, and artist Adrian Carmack.
Quake is a first-person shooter game developed by id Software and published by GT Interactive. The first game in the Quake series, it was originally released for MS-DOS, Microsoft Windows, and Linux in 1996, followed by Mac OS and Sega Saturn in 1997 and Nintendo 64 in 1998.
id Tech 1, also known as the Doom engine, is the game engine used in the id Software video games Doom and Doom II: Hell on Earth. It is also used in Heretic, Hexen: Beyond Heretic, Strife: Quest for the Sigil, Hacx: Twitch 'n Kill, Freedoom, and other games produced by licensees. It was created by John Carmack, with auxiliary functions written by Mike Abrash, John Romero, Dave Taylor, and Paul Radek. Originally developed on NeXT computers, it was ported to MS-DOS and compatible operating systems for Doom's initial release and was later ported to several game consoles and operating systems.
OpenAL is a cross-platform audio application programming interface (API). It is designed for efficient rendering of multichannel three-dimensional positional audio. Its API style and conventions deliberately resemble those of OpenGL. OpenAL is an environmental 3D audio library, which can add realism to a game by simulating attenuation, the Doppler effect, and material densities.
A source port is a software project based on the source code of a game engine that allows the game to be played on operating systems or computing platforms with which the game was not originally compatible.
The Build Engine is a first-person shooter engine created by Ken Silverman, author of Ken's Labyrinth, for 3D Realms. Like the Doom engine, the Build Engine represents its world on a two-dimensional grid using closed 2D shapes called sectors, and uses simple flat objects called sprites to populate the world geometry with objects.
Nexuiz is a free first-person shooter video game developed and published by Alientrap. It was released on May 31, 2005 under the GNU General Public License (GPL) and uses the DarkPlaces engine, a modified Quake engine. A remake, also called Nexuiz, was released for Steam and Xbox 360 using CryEngine 3.
id Tech 3, popularly known as the Quake III Arena engine, is a game engine developed by id Software for its 1999 game Quake III Arena. It has subsequently been used in numerous games. Commercially, id Tech 3 competed with early versions of the Unreal Engine; both were widely licensed. Originally proprietary, it is now open-source software.
The Quake II engine, is a game engine developed by id Software for use in their 1997 first-person shooter Quake II. It is the successor to the Quake engine. Since its release, the Quake II engine has been licensed for use in several other games.
Cube 2: Sauerbraten is a first-person shooter released for Microsoft Windows, Linux, FreeBSD, OpenBSD, and Mac OS X using OpenGL and SDL.
id Tech 4, popularly known as the Doom 3 engine, is a game engine developed by id Software and first used in the video game Doom 3. The engine was designed by John Carmack, who also created previous game engines, such as those for Doom and Quake, which are widely recognized as significant advances in the field. This OpenGL-based game engine has also been used in Quake 4, Prey, Enemy Territory: Quake Wars, Wolfenstein, and Brink. id Tech 4 is licensed under the terms of the GNU General Public License v3.0 or later, and was the last id Tech engine to be open-sourced.
Tremulous is a free and open source asymmetric team-based first-person shooter with real-time strategy elements. Being a cross-platform development project the game is available for Windows, Linux, and Mac OS X.
An open-source video game, or simply an open-source game, is a video game whose source code is open-source. They are often freely distributable and sometimes cross-platform compatible.
Ryan C. Gordon is an American computer programmer and former Loki Software employee responsible for icculus.org, which hosts many Loki Software projects as well as others. Gordon's site hosts projects with the code from such commercial games as Duke Nukem 3D, Shadow Warrior, Quake III Arena and other free and open source projects for multiple platforms.
id Tech is a series of separate game engines designed and developed by id Software. Prior to the presentation of the id Tech 5-based game Rage in 2011, the engines lacked official designation and as such were simply referred to as the Doom and Quake engines, from the name of the main game series the engines had been developed for. "id Tech" has been released as free software under the GNU General Public License. id Tech versions 0 to 3 were released under GPL-2.0-or-later. id Tech versions 3.5 to 4.5 were released under GPL-3.0-or-later. id Tech 5 to 7 are proprietary, with id Tech 7 currently being the latest utilized engine.
Xonotic is a free and open-source first-person shooter video game. It was developed as a fork of Nexuiz, following controversy surrounding the game's development. The game runs on a heavily modified version of the Quake engine known as the DarkPlaces engine. Its gameplay is similar to Quake Arena series games, but with various unique elements.
GoldSrc, sometimes called the Half-Lifeengine, is a proprietary game engine developed by Valve. At its core, GoldSrc is a heavily modified version of id Software's Quake engine. It made its debut in 1998 with Half-Life and powered future games developed by or with oversight from Valve, including Half-Life's expansions, Day of Defeat and games in the Counter-Strike series.
Unvanquished is a free and open-source video game. It is a multiplayer first-person shooter and real-time strategy game where Humans and Aliens fight for domination.
Based on id Software's open stance towards game modifications, their Quake series became a popular subject for player mods beginning with Quake in 1996. Spurred by user-created hacked content on their previous games and the company's desire to encourage the hacker ethic, Id included dedicated modification tools into Quake, including the QuakeC programming language and a level editor. As a game that popularized online first-person shooter multiplayer, early games were team- and strategy-based and led to prominent mods like Team Fortress, whose developers were later hired by Valve to create a dedicated version for the company. Id's openness and modding tools led to a "Quake movie" community, which altered gameplay data to add camera angles in post-production, a practice that became known as machinima.
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.