Where Quake engine leads. Every connection below has a source: a link in this article, a shared Wikipedia category, or CirrusSearch text similarity. Articles already on your trail are left out.
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 gameVirtua 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.12
Simplified process of reducing map complexity in Quake: 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
Family tree illustrating derivations of Quake 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.45
DarkPlaces – A significantly modified engine used in several standalone games and Quake mods.67 Although the last stable release was on May 13, 2014, it has received numerous updates through its repository since then. Its home page was hosted on until 2021, when the engine switched to a repository hosted on . The developers of 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.
2Edge, 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.”