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Quake engine
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==History== {{Further|Quake (video game)#Development}} The ''Quake'' engine was developed from 1995 for the video game ''Quake'', released on June 22, 1996. [[John D. Carmack|John Carmack]] did most of the programming of the engine, with help from [[Michael Abrash]] in [[algorithm]]s and [[Assembly language|assembly]] [[optimization (computer science)|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 computer graphics|3D polygon]] world, inspired by [[Sega AM2]]'s 3D [[fighting game]] ''[[Virtua Fighter]]''. ''Quake'' was also intended to feature ''Virtua Fighter''-influenced third-person [[Beat 'em up|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.<ref name="nextgen">{{cite magazine|magazine=[[Next Generation (magazine)|Next Generation]]|issue=30|date=June 1997|pages=9β12|title=Does John Romero Still Enjoy Shooting People?|url=https://archive.org/stream/NextGeneration30Jun1997/Next_Generation_30_Jun_1997#page/n9/mode/2up}}</ref><ref>{{citation|title=[[Edge (magazine)|Edge]]|issue=45|date=May 1997|quote=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 β the formula.}}</ref> [[Image:QuakeMapTrim.PNG|500px|thumb|Simplified process of reducing map complexity in ''[[Quake (video game)|Quake]]'']]
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