The ''Quake'' engine (part of
id Tech 2) is the
game engine
A game engine is a software framework primarily designed for the development of video games which generally includes relevant libraries and support programs such as a level editor. The "engine" terminology is akin to the term " software engine" u ...
developed by
id Software
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: game programmer, programmers John Carmack and John Romero, game designer T ...
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 was immediately
forked. Much of the engine remained in ''
Quake II
''Quake II'' is a 1997 first-person shooter, first-person shooter game developed by id Software and published by Activision. It is the second installment of the Quake (series), ''Quake'' series, following ''Quake (video game), Quake''.
Develope ...
'' 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, both engines are now considered variants of id Tech 2.
History
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
algorithm
In mathematics and computer science, an algorithm () is a finite sequence of Rigour#Mathematics, mathematically rigorous instructions, typically used to solve a class of specific Computational problem, problems or to perform a computation. Algo ...
s and
assembly optimization
Mathematical optimization (alternatively spelled ''optimisation'') or mathematical programming is the selection of a best element, with regard to some criteria, from some set of available alternatives. It is generally divided into two subfiel ...
. The
Quake II engine (id Tech 2.5) was based on it.
John Romero
Alfonso John Romero (born October 28, 1967) is an American video game developer. He co-founded id Software and designed their early games, including ''Wolfenstein 3D'' (1992), ''Doom (1993 video game), Doom'' (1993), ''Doom II'' (1994), ''Hexen ...
initially conceived of ''Quake'' as an
action game
An action game is a video game genre that emphasizes physical challenges, including hand–eye coordination and reaction time. The genre includes a large variety of sub-genres, such as fighting games, beat 'em ups, shooter games, rhythm games and ...
taking place in a fully
3D polygon world, inspired by
Sega AM2's 3D
fighting game
The fighting game video game genre, genre involves combat between multiple characters, often (but not limited to) one-on-one battles. Fighting game combat often features mechanics such as Blocking (martial arts), blocking, grappling, counter- ...
''
Virtua Fighter
is a series of fighting games created by Sega AM2 and designer Yu Suzuki. The original ''Virtua Fighter (video game), Virtua Fighter'' was released in December 1993 and has received four main sequels and several spin-offs. The highly influential ...
''. ''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.
Derivative engines
On December 21, 1999, John Carmack of id Software released the ''Quake'' engine
source code
In computing, source code, or simply code or source, is a plain text computer program written in a programming language. A programmer writes the human readable source code to control the behavior of a computer.
Since a computer, at base, only ...
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 – The first engine to be created by
Valve
A valve is a device or natural object that regulates, directs or controls the flow of a fluid (gases, liquids, fluidized solids, or Slurry, slurries) by opening, closing, or partially obstructing various passageways. Valves are technically Pip ...
. It was used in the
''Half-Life'' series, and gave rise to the
Source and
Source 2 engines. The Xash3D projects, as well as the FreeHL and FreeCS ports,
use ''Quake'' source code in part to recreate this engine, even with a wrapper for running the game.
* DarkPlaces – A significantly modified engine used in several standalone games and ''Quake'' mods. Although the last stable release was on May 13, 2014, it has received numerous updates through its
SVN repository since then. Its home page was hosted on
Icculus.org until 2021, when the engine switched to a
Git repository hosted on
GitHub
GitHub () is a Proprietary software, proprietary developer platform that allows developers to create, store, manage, and share their code. It uses Git to provide distributed version control and GitHub itself provides access control, bug trackin ...
. The developers of ''
Xonotic'' provide mirrors of DarkPlaces source code on various social coding platforms since the game is built on and distributed with the development version of the engine.
* QuakeForge - One of the earlier major community ports.
* NPRQuake - Fork of ''Quake'' featuring non-photorealistic rendering giving it a pencil drawn look.
* Tenebrae - Custom ''Quake'' engine with real time lighting and bumpmapping among other features.
* TyrQuake - A conservative focused source port.
* Fisheye Quake - Custom ''Quake'' engine with
fisheye distortion
In signal processing, distortion is the alteration of the original shape (or other characteristic) of a signal. In communications and electronics it means the alteration of the waveform of an information-bearing signal, such as an audio signal ...
by the author of PanQuake.
** Blinky - Fork of the fisheye view along with the TyrQuake software renderer.
* WinQuake
** Engoo (Derivative of
WinQuake) - Graphically enhanced software renderer based port.
* Fruitz of Dojo - Source port aimed at
Mac OS X
macOS, previously OS X and originally Mac OS X, is a Unix, Unix-based operating system developed and marketed by Apple Inc., Apple since 2001. It is the current operating system for Apple's Mac (computer), Mac computers. With ...
.
* NehQuake - Custom engine for the ''
Nehara'' mod.
* GLQuake
** FitzQuake (Derivative of
GLQuake) - Seminal port whose
SDL version was later forked into numerous others.
*** MarkV (Derivative of FitzQuake, successor to DirectQ) - Came in both
GLQuake and
WinQuake derived versions.
*** Quakespasm (Derivative of FitzQuake) – Commonly used source port.
**** Quakespasm-Spiked (Derivative of Quakespasm) - Limit-removing fork.
**** vkQuake – (Derivative of Quakespasm) – Uses
Vulkan API for rendering programmed by id Software employee Axel Gneiting, released under the
GPLv2
The GNU General Public Licenses (GNU GPL or simply GPL) are a series of widely used free software licenses, or copyleft, ''copyleft'' licenses, that guarantee end users the freedom to run, study, share, or modify the software. The GPL was th ...
.
**** Ironwail - (Derivative of Quakespasm) – An engine aiming at maximum performance.
* FTEQW (Derivative of
QuakeWorld) - A modern client for online multiplayer.
* FuhQuake
** ezQuake (Derivative of FuhQuake) - Multiplayer focused port often paired with the nQuake launcher.
** JoeQuake (Derivative of FuhQuake) - A port popular with
speedrunners.
Games using the ''Quake'' engine
Games using a proprietary license
Games based on the GPL source release
See also
*
List of game engines
*
First person shooter engine
*
id Tech
*
Quake II engine
*
Quake modding
References
External links
Quake's Lighting Model Surface caching by
Michael AbrashQuake engine code analysisby Fabien Sanglard
Source code for winquake, glquake, quakeworld, and glquakeworld
{{DEFAULTSORT:Quake Engine
1996 software
Free game engines
Game engines for Linux
Id Tech
Quake (series)
Video game engines