Quake engine
Template:Short description Template:DMCA
Page Module:Message box/ambox.css has no content.Page Template:Multiple issues/styles.css has no content.
This article has multiple issues. Please help improve it or discuss these issues on the talk page. (Learn how and when to remove these messages)
Page Module:Message box/ambox.css has no content.
|
Page Module:Infobox/styles.css has no content.
| Quake engine | |
|---|---|
| [[Programmer|DeveloperTemplate:Pluralize from text]] | id Software (John Carmack, Michael Abrash, John Cash) |
| 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 | Script error: No such module "WikidataIB". |
| Repository | github.com/id-Software/Quake |
Script error: No such module "Check for conflicting parameters".

The Quake engine 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 was immediately forked. Much of the engine remained in Quake II and Quake III Arena. The Quake engine, like the Doom engine, uses binary space partitioning (BSP) to optimize the world rendering. The Quake engine also uses Gouraud shading for moving objects, and a static lightmap for non-moving objects.
History
Script error: No such module "labelled list hatnote".
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.
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 have taken longer to develop the engine. Because the project was taking too long, the third-person melee was eventually dropped.[1][2]

- Brushes used to define a play area
- Preprocessor identifies interior spaces and external void
- Preprocessor prunes faces that are not visible in the play area
- Final processed game map
Derivative engines

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 best-known engines are:
- GoldSrc – The first engine to be created by Valve. 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,[3] use Quake source code in part to recreate this engine, even with a wrapper for running the game.[4][5]
- DarkPlaces – A significantly modified engine used in several standalone games and Quake mods.[6][7] Although the last stable release was on May 13, 2014, it has received numerous updates through its SVN repository since then.[8] Its home page was hosted on Icculus.org until 2021, when the engine switched to a Git repository hosted on GitHub.[9] The developers of Xonotic provide mirrors of DarkPlaces source code on various social coding platforms[10][11] since the game is built on and distributed with the development version of the engine.
- QuakeForge - One of the earlier major community ports.[12]
- NPRQuake - Fork of Quake featuring non-photorealistic rendering giving it a pencil drawn look.[13][14]
- Tenebrae - Custom Quake engine with real time lighting and bumpmapping among other features.[15][16][17][18]
- TyrQuake - A conservative focused source port.[12]
- Fisheye Quake - Custom Quake engine with fisheye distortion by the author of PanQuake.[19]
- WinQuake
- Fruitz of Dojo - Source port aimed at Mac OS X.[23][24][25]
- NehQuake - Custom engine for the Nehara mod.[26]
- GLQuake
- FitzQuake (Derivative of GLQuake) - Seminal port whose SDL version was later forked into numerous others.[27]
- MarkV (Derivative of FitzQuake, successor to DirectQ) - Came in both GLQuake and WinQuake derived versions.[28]
- Quakespasm (Derivative of FitzQuake) – Commonly used source port.[29]
- Quakespasm-Spiked (Derivative of Quakespasm) - Limit-removing fork.[30]
- vkQuake – (Derivative of Quakespasm) – Uses Vulkan API for rendering programmed by id Software employee Axel Gneiting, released under the GPLv2.[31][32]
- Ironwail - (Derivative of Quakespasm) – An engine aiming at maximum performance.[33]
- FitzQuake (Derivative of GLQuake) - Seminal port whose SDL version was later forked into numerous others.[27]
- FTEQW (Derivative of QuakeWorld) - A modern client for online multiplayer.[34][22]
- FuhQuake
- ezQuake (Derivative of FuhQuake) - Multiplayer focused port often paired with the nQuake launcher.[35][36]
- JoeQuake (Derivative of FuhQuake) - A port popular with speedrunners.[37]
Games using the Quake engine
Games using a proprietary license
| 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 | |
| The Sword of Ares | Simitar | Simitar | |
| 2000 | Laser Arena | Trainwreck Studios | ValuSoft |
| 2001 | CIA Operative: Solo Missions | Trainwreck Studios | ValuSoft |
| Urban Mercenary | Moshpit Entertainment | Moshpit Entertainment |
Games based on the GPL source release
| Year | Title | Developer(s) | Publisher(s) |
|---|---|---|---|
| 2000 | OpenQuartz[38] | OpenQuartz Team | SourceForge |
| 2001 | Transfusion[39] | Transfusion Project | SourceForge |
| 2002 | Eternal War: Shadows of Light | Two Guys Software | Two Guys Software |
| 2005 | Nexuiz | Alientrap | Alientrap |
| 2007 | The Hunted[40] | Chris Page | ModDB |
| 2011 | Xonotic | Team Xonotic | Team Xonotic |
| Steel Storm | Kot-in-Action Creative Artel | Kot-in-Action Creative Artel | |
| 2012 | Forced: Leashed[41] | Kepuli Games | Kepuli Games |
| RetroBlazer[42][43][44] | Hydra Game Works | Hydra Game Works | |
| 2013 | Chaos Esque Anthology[45] | Chaos Esque Team | Chaos Esque Team |
| 2015 | Rexuiz[46] | Rexuiz Team | Rexuiz Team |
| 2017 | FreeCS[3] | FreeCS Team | GitHub |
| 2018 | FortressOne[47] | FortressOne Team | FortressOne Team |
| The Wastes[48] | Vera Visions L.L.C | Vera Visions L.L.C | |
| 2019 (Early access) | LibreQuake[49] | LibreQuake Team | GitHub |
| 2021 (Early access) | Doombringer[50] | Anomic Games | Anomic Games |
| 2024 | Wrath: Aeon of Ruin[51] | Killpixel | 3D Realms 1C Entertainment |
| 2025 | Brazilian Drug Dealer 3: I Opened a Portal to Hell in the Favela Trying To Revive Mit Aia I Need to Close It[52][53] | Joeveno | Joeveno |
| 2026 | MeowGun: Hell Denizen [54] | SusaDeBastet | SusaDeBastet |
See also
Lua error in mw.title.lua at line 404: bad argument #2 to 'title.new' (unrecognized namespace name 'Portal').
References
Page Template:Reflist/styles.css has no content.
- ^ Page Module:Citation/CS1/styles.css has no content."Does John Romero Still Enjoy Shooting People?". Next Generation. No. 30. June 1997. pp. 9–12.
- ^ Page Module:Citation/CS1/styles.css has no content.Edge, May 1997,
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.
- ^ a b Page Module:Citation/CS1/styles.css has no content.Larabel, Michael (November 10, 2017). "FreeCS: Aiming For An Open-Source Counter-Strike Implementation". Phoronix. Retrieved July 14, 2024.
- ^ Page Module:Citation/CS1/styles.css has no content.BTRE (August 3, 2020). "Half-Life: Absolute Zero mimics Half-Life's original vibe, run on Linux with Xash3D FWGS". GamingOnLinux. Retrieved July 15, 2024.
- ^ Page Module:Citation/CS1/styles.css has no content.Beschizza, Rob (March 9, 2022). "Play the original Half-Life in the browser". Boing Boing. Retrieved July 16, 2024.
- ^ Page Module:Citation/CS1/styles.css has no content.Emms, Steve (October 29, 2023). "DarkPlaces – Quake modification". LinuxLinks. Retrieved July 16, 2024.
- ^ Page Module:Citation/CS1/styles.css has no content."DarkPlaces Homepage". icculus.org. Retrieved November 6, 2017.
- ^ Page Module:Citation/CS1/styles.css has no content."Darkplaces subversion repository". svn.icculus.org. Retrieved August 9, 2019.
- ^ Page Module:Citation/CS1/styles.css has no content.darkplacesengine/darkplaces, DarkPlaces Engine, June 14, 2021, retrieved June 21, 2021
- ^ Page Module:Citation/CS1/styles.css has no content."DarkPlaces Quake Engine on Xonotic GitLab". Retrieved February 3, 2020.
- ^ Page Module:Citation/CS1/styles.css has no content."DarkPlaces Quake Engine on Xonotic GitHub". GitHub. Retrieved November 6, 2017.
- ^ a b Page Module:Citation/CS1/styles.css has no content.Stevenaaus (March 1, 2010). "Game Engines". Linux Quake HOWTO. Retrieved July 15, 2024.
- ^ Page Module:Citation/CS1/styles.css has no content.Beschizza, Rob (July 30, 2018). "Quake on me: classic shooter rendered with pencil sketch filter". Boing Boing. Retrieved July 15, 2024.
- ^ Page Module:Citation/CS1/styles.css has no content.Ille, Adrian (September 11, 2014). "Non-Photorealistic Rendering Techniques for a Game Engine". SlideServe. University of North Carolina at Chapel Hill. Retrieved July 15, 2024.
- ^ Page Module:Citation/CS1/styles.css has no content.Goldstein, Maarten (September 25, 2002). "New Tenebrae". Shacknews. Retrieved July 16, 2024.
- ^ Page Module:Citation/CS1/styles.css has no content.Royal, Simon (October 10, 2015). "TenebraeQuake, an Enhanced Quake Front End". Low End Mac. Retrieved July 16, 2024.
- ^ Page Module:Citation/CS1/styles.css has no content.Wiley, Galen (July 14, 2003). "New Tenebrae Release for PC". Inside Mac Games. Retrieved July 16, 2024.
- ^ Page Module:Citation/CS1/styles.css has no content.Largent, Andy (October 27, 2002). "New PC Tenebrae Quake, Mac Update Soon". Inside Mac Games. Retrieved July 16, 2024.
- ^ Page Module:Citation/CS1/styles.css has no content.Bosworth, Patrick (July 2, 2021). "Part 5: Source Ports and Fisheye Quake". Shacknews. Retrieved July 16, 2024.
- ^ Page Module:Citation/CS1/styles.css has no content.Chalk, Andy (October 10, 2015). "Peripheral vision in games goes ultrawide with new Quake mod". PC Gamer. Retrieved July 16, 2024.
- ^ Page Module:Citation/CS1/styles.css has no content.Chakrabarty, Aditya (March 12, 2015). "Peripheral Vision in game goes Ultrawide thanks to the new Quake Mod". sportskeeda. Retrieved July 16, 2024.
- ^ a b Page Module:Citation/CS1/styles.css has no content.Baxter, Joel (May 3, 2015). "Quake Engines, Old and New". Neogeographica. Retrieved July 16, 2024.
- ^ Page Module:Citation/CS1/styles.css has no content.Cook, Brad (March 19, 2006). "Quake Gets Universal Binary". The Mac Observer. Archived from the original on July 16, 2024. Retrieved July 15, 2024.
- ^ Page Module:Citation/CS1/styles.css has no content.Monks, Neale (August 1, 2003). "Classic Games: Quake". MyMac.com. Archived from the original on July 16, 2024. Retrieved July 15, 2024.
- ^ Page Module:Citation/CS1/styles.css has no content."Frank's Craptacular House of Mac Quake Stuffs". pOx's Playhouse. July 1, 2019. Retrieved July 15, 2024.
- ^ Page Module:Citation/CS1/styles.css has no content.Stevenaaus (March 1, 2010). "Mods". Linux Quake HOWTO. Retrieved July 15, 2024.
- ^ Page Module:Citation/CS1/styles.css has no content.Boyle, Joshua (August 18, 2022). "Nods to Mods Interview: Rubicon 2 for Quake". Slayer's Club. Retrieved July 15, 2024.
- ^ Page Module:Citation/CS1/styles.css has no content.Papadopoulos, John (December 11, 2018). "Quake Xmas Jam 2018 adds 21 new maps to id Software's classic shooter, available for download". DOSGaming. Retrieved July 15, 2024.
- ^ Page Module:Citation/CS1/styles.css has no content.Yang, Robert (August 23, 2021). "Quake Renaissance: a short history of 25 years of Quake modding". Rock Paper Shotgun. Retrieved July 14, 2024.
- ^ Page Module:Citation/CS1/styles.css has no content.Dawe, Liam (April 27, 2022). "Block Quake is basically Quake made into LEGO". GamingOnLinux. Retrieved July 14, 2024.
- ^ Page Module:Citation/CS1/styles.css has no content.Gneiting, Axel (July 20, 2016). "My Vulkan Quake 1 Port running "In the Shadows" mod. Some stuff still missing. Code is here https://github.com/Novum/vkQuake". Twitter. Retrieved August 6, 2016.
- ^ Page Module:Citation/CS1/styles.css has no content."Vulkan Quake port based on QuakeSpasm". github.com/Novum/vkQuake. Retrieved August 6, 2016.
- ^ Page Module:Citation/CS1/styles.css has no content.Spirit (January 30, 2022). "Ironwail, a high-performance QuakeSpasm fork". InsideQC. Retrieved July 14, 2024.
- ^ Page Module:Citation/CS1/styles.css has no content.Chalk, Andy (February 17, 2021). "This mod turns Quake into a top-down shooter". PC Gamer. Retrieved July 16, 2024.
- ^ Page Module:Citation/CS1/styles.css has no content.Campbell, Alex (May 20, 2016). "We're running a Quake server all week—come play with us!". PC Gamer. Retrieved July 16, 2024.
- ^ Page Module:Citation/CS1/styles.css has no content.Fenlon, Wes (May 22, 2021). "We're running a Quake multiplayer server all week for the 25th anniversary". PC Gamer. Retrieved July 16, 2024.
- ^ Page Module:Citation/CS1/styles.css has no content.Fairweather (February 19, 2022). "Quake Engines & Source Ports: A Beginners Guide". Slipgate Sightseer. Retrieved July 15, 2024.
- ^ Page Module:Citation/CS1/styles.css has no content.neozeed (June 24, 2018). "Open Quartz". Virtually Fun. Retrieved February 8, 2023.
- ^ Page Module:Citation/CS1/styles.css has no content.Von Kallenbach, Gareth (2003). "Devoted to the cause - Blood Transfusion to save aging game". Game Industry News. Archived from the original on April 8, 2003.
- ^ Page Module:Citation/CS1/styles.css has no content."The Hunted Chronicle 2 review". Nixbit. Retrieved April 23, 2023.
- ^ Page Module:Citation/CS1/styles.css has no content.Tricky (August 25, 2012). "Force: Leashed". Jay Is Games. Retrieved April 24, 2023.
- ^ Page Module:Citation/CS1/styles.css has no content.Yu, Derek (January 16, 2012). "RetroBlazer (Alpha)". TIG Source. Retrieved April 24, 2023.
- ^ Page Module:Citation/CS1/styles.css has no content.Priestman, Chris (January 21, 2015). "RetroBlazer Has The Fast Pace, Bright Colors Of 1990s FPS". Siliconera. Retrieved July 14, 2024.
- ^ Page Module:Citation/CS1/styles.css has no content.Tarason, Dominic (January 12, 2012). "16-Bit Killer – RetroBlazer Demo Offers 2.5d FPS Nostlagia With A Twist". DIY Gamer. Archived from the original on March 21, 2012. Retrieved July 14, 2024.
- ^ Page Module:Citation/CS1/styles.css has no content."Chaos Esque Anthology Free 3D FPS, fork from Xonotic". FOSS Games. April 3, 2024. Retrieved July 15, 2024.
- ^ Page Module:Citation/CS1/styles.css has no content."Rexuiz FPS". Indie Gamer. Retrieved July 14, 2024.
- ^ Page Module:Citation/CS1/styles.css has no content.Dawe, Liam (November 21, 2018). "Get some classic FPS action on with QuakeWorld Team Fortress". Retrieved July 29, 2024.
- ^ Page Module:Citation/CS1/styles.css has no content."The Wastes". Frag-Net.con. Retrieved July 14, 2024.
- ^ Page Module:Citation/CS1/styles.css has no content.Yang, Robert (August 5, 2021). "Quake Renaissance: how to start playing the original Quake today". Rock Paper Shotgun. Retrieved February 8, 2023.
- ^ Page Module:Citation/CS1/styles.css has no content.Dawe, Liam (June 5, 2021). "DOOMBRINGER is a new first-person shooter from veterans of the Doom and Quake communities". GamingOnLinux. Retrieved December 26, 2023.
- ^ Page Module:Citation/CS1/styles.css has no content.Russell, Bradley (March 7, 2019). "3D Realms' VP Talks 'Exceeding' Quake with Wrath: Aeon of Ruin and 'Dumbed Down' Call of Duty". Game Revolution. Retrieved November 30, 2024.
- ^ Page Module:Citation/CS1/styles.css has no content.Zwiezen, Zack (September 24, 2025). "New $3 Boomer Shooter Is A Wild Fever Dream You Should Play". Kotaku. Retrieved September 30, 2025.
- ^ Page Module:Citation/CS1/styles.css has no content.Andy Chalk (September 23, 2025). "Steam celebrates all things boomer shooter with 'Boomstock 2025,' blasting up to 80% off the very best in retro-inspired FPS". PC Gamer. Retrieved September 30, 2025.
- ^ Page Module:Citation/CS1/styles.css has no content."MeowGun: Hell Denizen PC review — Non-stop cat mayhem that scratches that Quake itch". gamescout. Retrieved February 2, 2026.
External links
- Quake's Lighting Model: Surface caching by Michael Abrash
- Quake engine code analysis by Fabien Sanglard
- Source code for winquake, glquake, quakeworld, and glquakeworld
Lua error in package.lua at line 80: module 'Module:Navbox/configuration' not found. Lua error in package.lua at line 80: module 'Module:Navbox/configuration' not found.
Lua error in package.lua at line 80: module 'Module:Navbox/configuration' not found.