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{{Short description|Video game engine developed by id Software}} {{Use mdy dates|date=August 2021}} {{multiple issues| {{more citations needed|date=May 2016}} {{original research|date=May 2016}} }} {{DISPLAYTITLE:''Quake'' engine}} {{Infobox software | name = ''Quake'' engine | logo = | screenshot = | caption = ''[[Quake (video game)|Quake]]'' (1996) powered by ''Quake'' engine. | collapsible = | developer = [[id Software]] ([[John Carmack]], [[Michael Abrash]], John Cash) | replaces = [[Doom engine|''Doom'' engine]] | replaced_by = [[Quake II engine|''Quake II'' engine]], [[GoldSrc]] | latest release version = 1.09 | latest release date = {{Start date and age|1999|12|21}} | discontinued = yes | repo = [http://github.com/id-Software/Quake github.com/id-Software/Quake] <!--| tools = [[Quake Army Knife]] -->| programming language = [[C (programming language)|C]], [[Assembly language|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]] | license = [[GNU General Public License|GNU GPL-2.0-or-later]] }} [[File:Nexuiz (screenshot 04).jpg|thumb|Ingame screenshot of the first-person shooter ''[[Nexuiz]]'', running on a modified ''Quake'' engine]] The '''''Quake'' engine''' (part of '''[[id Tech 2]]''') is the [[game engine]] developed by [[id Software]] to power their 1996 video game ''[[Quake (video game)|Quake]]''. It featured [[true 3D]] [[real-time rendering]]. Since 1999, it has been licensed under the terms of [[GNU General Public License|GNU General Public License v2.0 or later]]. After release, the ''Quake'' engine was immediately [[fork (software development)|fork]]ed. Much of the engine remained in ''[[Quake II]]'' and ''[[Quake III Arena]]''. The ''Quake'' engine, like the [[Doom engine|''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|''Quake II'' engine]]. Although the codebases for ''Quake'' and ''Quake II'' were separate GPL releases,<ref>{{cite web |title=Quake engine GPL release |url=https://github.com/id-Software/Quake |access-date=May 24, 2020 |website=[[GitHub]]}}</ref><ref>{{cite web |title=id Tech 2 GPL release |url=https://github.com/id-Software/Quake-2 |access-date=May 24, 2020 |website=[[GitHub]]}}</ref> both engines are now considered variants of id Tech 2.<ref>{{cite web|url=http://www.idsoftware.com/business/idtech2/|title=id Tech 2 page|publisher=[[id Software]]|archive-url=https://web.archive.org/web/20080917045739/http://www.idsoftware.com/business/idtech2/|archive-date=2008-09-17}}</ref> ==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]]'']] ==Derivative engines== [[Image:Quake - family tree.svg|thumb|[[Family tree]] illustrating derivations of Quake engines |alt=]] 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: * '''[[GoldSrc]]''' β The first engine to be created by [[Valve Corporation|Valve]]. It was used in the [[Half-Life series|''Half-Life'' series]], and gave rise to the [[Source engine|Source]] and [[Source 2|Source 2 engines]]. The Xash3D projects, as well as the FreeHL and FreeCS ports,<ref name="freecs">{{Cite web |last=Larabel |first=Michael |date=2017-11-10 |title=FreeCS: Aiming For An Open-Source Counter-Strike Implementation |url=https://www.phoronix.com/news/FreeCS-Open-Counter-Strike |access-date=2024-07-14 |website=[[Phoronix]]}}</ref> use ''Quake'' source code in part to recreate this engine, even with a wrapper for running the game.<ref>{{cite web|url=https://www.gamingonlinux.com/2020/08/half-life-absolute-zero-mimics-half-lifes-original-vibe-run-it-on-linux-with-xash3d-fwg/|title=Half-Life: Absolute Zero mimics Half-Life's original vibe, run on Linux with Xash3D FWGS|author=BTRE|date=2020-08-03|access-date=2024-07-15|website=GamingOnLinux}}</ref><ref>{{cite web|url=https://boingboing.net/2022/03/09/play-the-original-half-life-in-the-browser.html|title=Play the original Half-Life in the browser|first=Rob|last=Beschizza|date=2022-03-09|access-date=2024-07-16|website=[[Boing Boing]]}}</ref> * '''DarkPlaces''' β A significantly modified engine used in several standalone games and ''Quake'' mods.<ref>{{cite web|url=https://www.linuxlinks.com/darkplaces/|title=DarkPlaces β Quake modification|date=2023-10-29|access-date=2024-07-16|first=Steve|last=Emms|website=LinuxLinks}}</ref><ref>{{cite web |url=https://icculus.org/twilight/darkplaces/ |title=DarkPlaces Homepage |website=icculus.org |access-date=November 6, 2017}}</ref> Although the last stable release was on May 13, 2014, it has received numerous updates through its [[Apache Subversion|SVN]] repository since then.<ref>{{cite web|url=http://svn.icculus.org/twilight/trunk/|title=Darkplaces subversion repository|website=svn.icculus.org|access-date=August 9, 2019}}</ref> Its home page was hosted on [[Icculus.org]] until 2021, when the engine switched to a [[Git]] repository hosted on [[GitHub]].<ref>{{Citation|title=darkplacesengine/darkplaces|date=June 14, 2021|url=https://github.com/darkplacesengine/darkplaces|publisher=DarkPlaces Engine|access-date=June 21, 2021}}</ref> The developers of ''[[Xonotic]]'' provide mirrors of DarkPlaces source code on various social coding platforms<ref>{{cite web |url=https://gitlab.com/xonotic/darkplaces |title=DarkPlaces Quake Engine on Xonotic GitLab |access-date=February 3, 2020}}</ref><ref>{{cite web |url=https://github.com/xonotic/darkplaces |title=DarkPlaces Quake Engine on Xonotic GitHub |website=[[GitHub]] |access-date=November 6, 2017}}</ref> since the game is built on and distributed with the development version of the engine. * '''QuakeForge''' - One of the earlier major community ports.<ref name="tldp">{{Cite web |last=Stevenaaus |date=2010-03-01 |title=Game Engines |url=https://tldp.org/HOWTO/Quake-HOWTO-3.html#ss3.1 |access-date=2024-07-15 |website=Linux Quake HOWTO}}</ref> * '''NPRQuake''' - Fork of ''Quake'' featuring non-photorealistic rendering giving it a pencil drawn look.<ref>{{cite web|url=https://boingboing.net/2018/07/30/quake-but-every-frame-rendered.html|title=Quake on me: classic shooter rendered with pencil sketch filter|first=Rob|last=Beschizza|date=2018-07-30|access-date=2024-07-15|website=[[Boing Boing]]}}</ref><ref>{{cite web|url=https://www.slideserve.com/parley/non-photorealistic-rendering-techniques-for-a-game-engine|title=Non-Photorealistic Rendering Techniques for a Game Engine|date=2014-09-11|access-date=2024-07-15|publisher=University of North Carolina at Chapel Hill|website=SlideServe|first=Adrian|last=Ille}}</ref> * '''Tenebrae''' - Custom ''Quake'' engine with real time lighting and bumpmapping among other features.<ref>{{cite web|url=https://www.shacknews.com/article/22796/new-tenebrae|title=New Tenebrae|first=Maarten|last=Goldstein|date=2002-09-25|access-date=2024-07-16|website=[[Shacknews]]}}</ref><ref>{{cite web|url=https://lowendmac.com/2015/tenebraequake-enhanced-quake-front-end/|title=TenebraeQuake, an Enhanced Quake Front End|first=Simon|last=Royal|date=2015-10-10|access-date=2024-07-16|website=Low End Mac}}</ref><ref>{{cite web|url=https://www.insidemacgames.com/historical/news/story.php%3FArticleID=8023.html|title=New Tenebrae Release for PC|date=2003-07-14|access-date=2024-07-16|first=Galen|last=Wiley|website=[[Inside Mac Games]]}}</ref><ref>{{cite web|url=https://www.insidemacgames.com/historical/news/story.php%3FArticleID=6328.html|title=New PC Tenebrae Quake, Mac Update Soon|date=2002-10-27|access-date=2024-07-16|first=Andy|last=Largent|website=[[Inside Mac Games]]}}</ref> * '''TyrQuake''' - A conservative focused source port.<ref name="tldp" /> * '''Fisheye Quake''' - Custom ''Quake'' engine with [[Fisheye lens|fisheye]] [[distortion (optics)|distortion]] by the author of PanQuake.<ref>{{cite web|url=https://www.shacknews.com/article/125425/cquake-how-to-run-classic-quake-maps-and-mods-on-modern-pcs?page=6|title=Part 5: Source Ports and Fisheye Quake|first=Patrick|last=Bosworth|date=2021-07-02|access-date=2024-07-16|website=[[Shacknews]]}}</ref> ** '''Blinky''' - Fork of the fisheye view along with the TyrQuake software renderer.<ref>{{cite web|url=https://www.pcgamer.com/peripheral-vision-in-games-gets-ultrawide-boost-with-new-quake-mod/|title=Peripheral vision in games goes ultrawide with new Quake mod|first=Andy|last=Chalk|date=2015-10-10|access-date=2024-07-16|website=[[PC Gamer]]}}</ref><ref>{{cite web|url=https://www.sportskeeda.com/esports/peripheral-vision-in-game-goes-ultrawide-thanks-to-the-new-quake-mod|title=Peripheral Vision in game goes Ultrawide thanks to the new Quake Mod|first=Aditya|last=Chakrabarty|date=2015-03-12|access-date=2024-07-16|website=sportskeeda}}</ref> * '''WinQuake''' ** '''Engoo''' (Derivative of [[WinQuake]]) - Graphically enhanced software renderer based port.<ref name="neogeographica">{{Cite web |last=Baxter |first=Joel |date=2015-05-03 |title=Quake Engines, Old and New |url=https://neogeographica.com/site/pages/guides/engines.html#04 |access-date=2024-07-16 |website=Neogeographica}}</ref> * '''Fruitz of Dojo''' - Source port aimed at [[Mac OS X]].<ref>{{cite web|url=https://www.macobserver.com/tmo/article/Quake_Gets_Universal_Binary|title=Quake Gets Universal Binary|first=Brad|last=Cook|date=2006-03-19|access-date=2024-07-15|website=The Mac Observer}}</ref><ref>{{cite web|url=https://www.mymac.com/2003/08/classic-games-quake/|title=Classic Games: Quake|date=2003-08-01|access-date=2024-07-15|first=Neale|last=Monks|website=MyMac.com}}</ref><ref>{{cite web|url=http://quake.chaoticbox.com/|title=Frank's Craptacular House of Mac Quake Stuffs|date=2019-07-01|access-date=2024-07-15|website=pOx's Playhouse}}</ref> * '''NehQuake''' - Custom engine for the ''[[The Seal of Nehahra|Nehara]]'' mod.<ref>{{cite web|url=https://tldp.org/HOWTO/Quake-HOWTO-4.html|title=Mods|website=Linux Quake HOWTO|author=Stevenaaus|date=2010-03-01|access-date=2024-07-15}}</ref> * '''GLQuake''' ** '''FitzQuake''' (Derivative of [[GLQuake]]) - Seminal port whose [[Simple DirectMedia Layer|SDL]] version was later forked into numerous others.<ref>{{cite web|url=https://slayersclub.bethesda.net/en-US/article/nods-to-mods-interview-rubicon-2-for-quake|title=Nods to Mods Interview: Rubicon 2 for Quake|date=2022-08-18|access-date=2024-07-15|first=Joshua|last=Boyle|website=[[Bethesda Softworks|Slayer's Club]]}}</ref> *** '''MarkV''' (Derivative of FitzQuake, successor to DirectQ) - Came in both [[GLQuake]] and [[WinQuake]] derived versions.<ref>{{cite web|url=https://www.dsogaming.com/news/quake-xmas-jam-2018-adds-21-new-maps-to-id-softwares-classic-shooter-available-for-download/|title=Quake Xmas Jam 2018 adds 21 new maps to id Software's classic shooter, available for download|date=2018-12-11|access-date=2024-07-15|first=John|last=Papadopoulos|website=DOSGaming}}</ref> *** '''Quakespasm''' (Derivative of FitzQuake) β Commonly used source port.<ref>{{cite web|url=https://www.rockpapershotgun.com/quake-renaissance-a-short-history-of-25-years-of-quake-modding|title=Quake Renaissance: a short history of 25 years of Quake modding|first=Robert|last=Yang|date=2021-08-23|access-date=2024-07-14|website=[[Rock Paper Shotgun]]}}</ref> **** '''Quakespasm-Spiked''' (Derivative of Quakespasm) - Limit-removing fork. <ref>{{cite web|url=https://www.gamingonlinux.com/2022/04/block-quake-is-basically-quake-made-into-lego/|title=Block Quake is basically Quake made into LEGO|first=Liam|last=Dawe|date=2022-04-27|access-date=2024-07-14|website=GamingOnLinux}}</ref> **** '''vkQuake''' β (Derivative of Quakespasm) β Uses [[Vulkan (API)|Vulkan]] API for rendering programmed by id Software employee Axel Gneiting, released under the [[GPLv2]].<ref>{{cite web | url = https://twitter.com/axelgneiting/status/755988244408381443 | title = My Vulkan Quake 1 Port running "In the Shadows" mod. Some stuff still missing. Code is here <nowiki>https://github.com/Novum/vkQuake</nowiki> | last = Gneiting | first = Axel | date = July 20, 2016 | website = [[Twitter]] |access-date=August 6, 2016}}</ref><ref>{{cite web |url=https://github.com/Novum/vkQuake |title=Vulkan Quake port based on QuakeSpasm |website=github.com/Novum/vkQuake|access-date=August 6, 2016}}</ref> **** '''Ironwail''' - (Derivative of Quakespasm) β An engine aiming at maximum performance.<ref>{{cite web|url=https://www.insideqc.com/ironwail-a-high-performance-quakespasm-fork/|title=Ironwail, a high-performance QuakeSpasm fork|date=2022-01-30|access-date=2024-07-14|author=Spirit|website=InsideQC}}</ref> * '''FTEQW''' (Derivative of [[QuakeWorld]]) - A modern client for online multiplayer.<ref>{{cite web|url=https://www.pcgamer.com/this-mod-turns-quake-into-a-top-down-shooter/|title=This mod turns Quake into a top-down shooter|first=Andy|last=Chalk|date=2021-02-17|access-date=2024-07-16|website=[[PC Gamer]]}}</ref><ref name="neogeographica" /> * '''FuhQuake''' ** '''ezQuake''' (Derivative of FuhQuake) - Multiplayer focused port often paired with the nQuake launcher.<ref>{{cite web|url=https://www.pcgamer.com/were-running-a-quake-server-all-weekcome-play-with-us/|title=We're running a Quake server all weekβcome play with us!|first=Alex|last=Campbell|date=2016-05-20|access-date=2024-07-16|website=[[PC Gamer]]}}</ref><ref>{{cite web|url=https://www.pcgamer.com/were-running-a-quake-multiplayer-server-all-week-for-the-25th-anniversary/|title=We're running a Quake multiplayer server all week for the 25th anniversary|first=Wes|last=Fenlon|date=2021-05-22|access-date=2024-07-16|website=[[PC Gamer]]}}</ref> ** '''JoeQuake''' (Derivative of FuhQuake) - A port popular with [[speedrunner]]s.<ref>{{cite web|url=https://www.slipseer.com/index.php?threads/quake-engines-source-ports-a-beginners-guide.11/|title=Quake Engines & Source Ports: A Beginners Guide|author=Fairweather|date=2022-02-19|access-date=2024-07-15|website=Slipgate Sightseer}}</ref> ==Games using the ''Quake'' engine== ===Games using a proprietary license=== {| class="wikitable sortable" |- ! Year ! Title ! Developer(s) ! Publisher(s) |- | 1996 | ''[[Quake (video game)|Quake]]'' | [[id Software]] | [[GT Interactive]] |- | rowspan="6" | 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 (1997 video game)|Malice]]'' | [[Ratloop]] | Quantum Axcess |- | ''Shrak'' | Quantum Axcess | Quantum Axcess |- | ''[[X-Men: The Ravages of Apocalypse]]'' | Zero Gravity Entertainment | [[WizardWorks]] |- | rowspan="2" | 1998 | ''[[Portal of Praevus|Hexen II Mission Pack: Portal of Praevus]]'' | [[Raven Software]] | [[id Software]]<br>[[Activision]] |- | ''Abyss of Pandemonium - The Final Mission'' | Impel Development Team | Perfect Publishing |- | 2000 | ''[[Laser Arena]]'' | [[Trainwreck Studios]] | [[ValuSoft]] |- | rowspan="2" | 2001 | ''CIA Operative: Solo Missions'' | [[Trainwreck Studios]] | [[ValuSoft]] |- | ''Urban Mercenary'' | Moshpit Entertainment | Moshpit Entertainment |} ===Games based on the GPL source release=== {| class="wikitable sortable" |- ! Year ! Title ! Developer(s) ! Publisher(s) |- | 2000 |''[[Quake modding#Quake|OpenQuartz]]''<ref>{{cite web|author=neozeed|title=Open Quartz|url=https://virtuallyfun.com/2018/06/24/open-quartz/|website=Virtually Fun|date=2018-06-24|access-date=2023-02-08}}</ref> |OpenQuartz Team |[[SourceForge]] |- | 2001 |''[[Blood (video game)#Legacy|Transfusion]]''<ref>{{cite web|url=http://www.gameindustry.com/interviews/int030320.asp|archive-url=https://web.archive.org/web/20030408231711/http://www.gameindustry.com/interviews/int030320.asp|website=Game Industry News|title=Devoted to the cause - Blood Transfusion to save aging game|first=Gareth|last=Von Kallenbach|date=2003|archive-date=2003-04-08}}</ref> |Transfusion Project |[[SourceForge]] |- | 2002 | ''Eternal War: Shadows of Light'' | Two Guys Software | Two Guys Software |- | 2005 | ''[[Nexuiz]]'' | Alientrap | Alientrap |- | 2007 | ''The Hunted''<ref>{{cite web|url=https://nixbit.com/software/the-hunted-chronicle-review/|title=The Hunted Chronicle 2 review | website=Nixbit | access-date=2023-04-23 }}</ref> | Chris Page | [[ModDB]] |- | rowspan="2" | 2011 | ''[[Xonotic]]'' | Team Xonotic | Team Xonotic |- | ''[[Steel Storm]]'' | Kot-in-Action Creative Artel | Kot-in-Action Creative Artel |- | rowspan="2" | 2012 | ''Forced: Leashed''<ref>{{cite web|url=https://jayisgames.com/review/force-leashed.php|website=Jay Is Games|title=Force: Leashed|author=Tricky|date=2012-08-25|access-date=2023-04-24}}</ref> | Kepuli Games | Kepuli Games |- | ''RetroBlazer''<ref>{{cite web|url=https://www.tigsource.com/2012/01/16/retroblazer-alpha/|website=TIG Source|title=RetroBlazer (Alpha)|first=Derek|last=Yu|date=2012-01-16|access-date=2023-04-24}}</ref><ref>{{cite web|url=https://www.siliconera.com/retroblazer-has-the-fast-pace-bright-colors-of-1990s-fps/|title= RetroBlazer Has The Fast Pace, Bright Colors Of 1990s FPS|first=Chris|last=Priestman|website=[[Siliconera]]|date=2015-01-21|accessdate=2024-07-14}}</ref><ref>{{cite web|archive-url=https://web.archive.org/web/20120321034052/https://www.diygamer.com/2012/01/retroblazer-demo/|url=https://www.diygamer.com/2012/01/retroblazer-demo/|title=16-Bit Killer β RetroBlazer Demo Offers 2.5d FPS Nostlagia With A Twist|first=Dominic|last=Tarason|date=2012-01-12|access-date=2024-07-14|archive-date=2012-03-21|website=DIY Gamer}}</ref> | Hydra Game Works | Hydra Game Works |- |2013 |''Chaos Esque Anthology''<ref>{{cite web|url=https://fossgames.com/chaos-esque-anthology-fps-xonotic/|title=Chaos Esque Anthology Free 3D FPS, fork from Xonotic|date=2024-04-03|access-date=2024-07-15|website=FOSS Games}}</ref> | Chaos Esque Team | Chaos Esque Team |- |2015 |''Rexuiz''<ref>{{cite web|url=https://www.indiegamer.io/games/rexuiz_fps|title=Rexuiz FPS|website=Indie Gamer|access-date=2024-07-14}}</ref> | Rexuiz Team | Rexuiz Team |- |2017 |''[[Counter-Strike|FreeCS]]''<ref name="freecs" /> |FreeCS Team |[[GitHub]] |- | rowspan="2" | 2018 | ''[[Team Fortress|FortressOne]]''<ref>{{cite web|url=https://www.gamingonlinux.com/2018/11/get-some-classic-fps-action-on-with-quakeworld-team-fortress/|title=Get some classic FPS action on with QuakeWorld Team Fortress|first=Liam|last=Dawe|date=2018-11-21|access-date=2024-07-29}}</ref> | FortressOne Team | FortressOne Team |- | ''The Wastes''<ref>{{cite web|url=https://www.frag-net.com/game_wastes.html|title=The Wastes|access-date=2024-07-14|website=Frag-Net.con}}</ref> | Vera Visions L.L.C | Vera Visions L.L.C |- | 2019 {{small|(Early access)}} |''[[Quake modding#Quake|LibreQuake]]''<ref>{{cite web|first=Robert|last=Yang|title=Quake Renaissance: how to start playing the original Quake today|url=https://www.rockpapershotgun.com/quake-renaissance-how-to-start-playing-quake|website=[[Rock Paper Shotgun]]|date=2021-08-05|access-date=2023-02-08}}</ref> |LibreQuake Team |[[GitHub]] |- | 2021 {{small|(Early access)}} | ''Doombringer''<ref>{{cite web|url=https://www.gamingonlinux.com/2021/06/doombringer-is-a-new-first-person-shooter-veterans-of-the-doom-and-quake-communities/|title=DOOMBRINGER is a new first-person shooter from veterans of the Doom and Quake communities|website=GamingOnLinux|first=Liam|last=Dawe|date=2021-06-05|access-date=2023-12-26}}</ref> | Anomic Games | Anomic Games |- | 2024 | ''[[Wrath: Aeon of Ruin]]''<ref>{{Cite web|url=https://www.gamerevolution.com/features/506351-wrath-aeon-of-ruin-3d-realms-frederik-schreiber-interview|title=3D Realms' VP Talks 'Exceeding' Quake with Wrath: Aeon of Ruin and 'Dumbed Down' Call of Duty|last=Russell|first=Bradley|date=March 7, 2019|website=[[Game Revolution]]|access-date=November 30, 2024}}</ref> | Killpixel | [[3D Realms]]<br>[[1C Company|1C Entertainment]] |} == See also == {{Portal|Free and open-source software|Video games}} *[[List of game engines]] *[[First person shooter engine]] *[[id Tech]] *[[Quake II engine]] *[[Quake modding]] == References == {{reflist}} == External links == *[http://www.bluesnews.com/abrash/chap68.shtml Quake's Lighting Model]: [[Surface caching]] by [[Michael Abrash]] *[http://fabiensanglard.net/quakeSource/index.php Quake engine code analysis] by Fabien Sanglard *[https://github.com/id-Software/Quake Source code for winquake, glquake, quakeworld, and glquakeworld] {{Id Software}} {{Quake series}} {{Video game engines}} {{DEFAULTSORT:Quake Engine}} [[Category:1996 software]] [[Category:Free game engines]] [[Category:Game engines for Linux]] [[Category:Id Tech]] [[Category:Quake (series)]] [[Category:Video game engines]]
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