The Quake engine is the game engine that was written to power 1996's Quake, written by id Software. It featured true 3D realtime rendering and is now licensed under the GPL.

After release it immediately forked, as did the level design. Much of the engine remained in Quake II and Quake III Arena. The Quake engine, like the Doom engine, used Binary space partitioning (BSP). The Quake engine also used Gouraud shading for moving objects, and a static lightmap for nonmoving objects.

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20 Years of Quake

News 12 comments

Quake was released 20 years ago, so to wish this title and all its offspring a happy 20th birthday, here's 20 of the tops mods across the titles, with some interesting variety for those that really want to kick it up a notch. Enjoy!

Have a favorite Quake mod to share, leave a comment so others can enjoy it also. Spread the word, share the love, change the game.

Jackhammer 1.1.855: Merry Christmas!

Jackhammer 1.1.855: Merry Christmas!

Jackhammer: My Favorite Level Editor 19 comments

Jackhammer is a brand new level editor for games with a quake-style BSP architecture (Half-Life, Quake, Quake II, Quake III, Gunman Chronicles). The aim...

What's Going On!?
Decay: Tempus

What's Going On!?

Decay: Tempus 8 comments

Yikes, two years now since we last made an announcement. Here's an update to bring you guys up to where things are now.

Inferno v1.0.0 for Quake one

Inferno v1.0.0 for Quake one

News 1 comment

Rust, blossom water... Smell of weapon oil... Caked blood... So difficult to breathe... In the deep level you hear how something eats up yours previous...

cd flight
Blaze

cd flight

Blaze 7 comments

Hostiles detected, targets locked. Firing the lasers, cannons, plasma and missiles.

Add game Games
Quake

Quake

First Person Shooter

Rage through 32 single player levels and 6 deathmatch levels of sheer terror and fully immersive sound and lighting. Arm yourself against the cannibalistic...

Purge

Purge

First Person Shooter

Purge is an updated version of the same developer's Future vs. Fantasy mod for Quake, first released in 1996. It had a game mode named "Purge" and involved...

Decay: Tempus

Decay: Tempus

First Person Shooter

Decay: Tempus is an upcoming first-person action game that takes place in a distant dark future, in which you play Hiro Hiyazaki, an unsuspecting hero...

Cause of War 1944

Cause of War 1944

First Person Shooter

WW2 Infantry combat simulation for PSP. Choose your side and weapons and Lock 'n Load!

TigerCake

TigerCake

First Person Shooter

TigerCake is going to be some form of abstract styled first person shooter. May include some humor, so things aren't too serious.

No Bugs Allowed

No Bugs Allowed

First Person Shooter

Run around in the grim metal corridors, blast aliens and upgrade your equipment, survive.

Blaze

Blaze

First Person Shooter

Blaze is a retro/minimalistic styled sci-fi first person flight/shooter action game. The game can be played almost single handedly with just mouse. It's...

Nazi Zombies Portable

Nazi Zombies Portable

First Person Shooter

"Nazi Zombies Portable" recreates "Nazi Zombies" game mode on the PSP.

Mobster Massacre

Mobster Massacre

Arcade

A Ludum Dare #31 Entry, you've found yourself surrounded by the local mobsters in the dark and dangerous downtown district. They want you dead. Fortunately...

Hexen II

Hexen II

First Person Shooter

One of the most highly anticipated releases of 1997, HeXen II was the first game from an outside developer to ship with Quake engine technology. The game...

Comments  (0 - 10 of 30)
numbersix
numbersix

>you can only make standalone games with this when owning "Quake" by id Software.

Not true. The "Quake Engine" source has been released under the GPL.

What this really meant to say was if you make a quake one mod that references or uses quake one media (textures, compiled maps, models or sounds) the recipient must own quake one. In other words, you are not licensed to re-distribute iD software proprietary media with your releases.

You could easily make a stand-alone (GPL, free, or even commercial) game as long as you re-release the modified engine code under the GPL, *AND* make (or license) all your own models, maps, sounds and textures.

The restriction would be that you could not use any quake one: textures, compiled maps, models or sounds.

The quake one map sources have also been released, but I'm not sure under what license.

For reference see: Open Quartz - Sourceforge.net

This is a complete GPL release that you could use to build a GPL game with no restrictions on licensed content.

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thommoboy
thommoboy

i need some help with quake mapping and mods for my rage portable

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ManuelxMendoza
ManuelxMendoza

What you need this to play NZP or what????
plz help

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Maxen1416
Maxen1416

No.

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AmaroqDricaldari
AmaroqDricaldari

Note to all: THe Quake Engine was just the Doom Engine (also used in the two earlier games, Wolfenstien and Catacomb (which came first), but with 3D Models and Mouse Look, two things that the Doom Engine did not have.

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MitchZer0
MitchZer0

Wolf 3d used a texture mapping engine

Doom used Id tech 1 which is capable of sectors but not room over room

Quake uses another engine which is capable of room over room technology and a bunch of other stuff like 3D floors (slopes and wedges)

Thank you

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Juniez
Juniez

"Note to all: The Quake engine is like the Doom engine, but with everything different"

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Sharlowidalot
Sharlowidalot

The Quake engine is NOT Doom engine with a few new features, Everything in Quake engine is new (relative to Doom). It is possible that a few lines are straight from Doom Engine. Also, Wolfenstien 3D and Catacomb 3D are not on Doom engine, their engine functionality is much lower, all the lighting had to be the same, all rooms were square, and, in the case of Catacomb 3D I believe it did not have a 256-color palette. Adding mouselook to Doom would cause strange texture mapping on most objects, and adding 3D models to the Doom renderer would be very hard, and, in most cases, wouldn't look as good as Quake.

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RangerC
RangerC

First of all, you can only make standalone games with this when owning "Quake" by id Software.

The SourceCode can be find here: Gamers.org
The sourcecode is the engine, the executable file (.exe).

The gamecode is written in the language "QuakeC", a selfmade language by id Software which is C like. Quaketastic.com

If you are new to Quake modding, visit this site: Inside3d.com

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numbersix
numbersix

Quake-C source code:
Includes painkeep support: Moddb.com (.qc found in "source code" directory)
Includes hipnotic support: Moddb.com

Notes:
All qc compiler errors are fixed in these sets. They are ready for modding.

Painkeep 2.2 includes visible weapons support for the standard quake 1 weapons and painkeep items, frikbots and pk*bots. You will need painkeep 2.0 for all the models: Moddb.com (follow instructions included to install this mod) If you are going to base a mod on painkeep 2.0, you pretty much have to get the full install.

If you use the hipnotic Quake-C and dont have the mission pack "Scourge of Armagon" - Amazon.com - installed, you will not be able to use any hipnotic item. You wont have the models.

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numbersix
numbersix

For help with Quake-C coding try this resource: .qc - Moddb.com
Feel free to post questions on the comment board or in the forum: hard_code() Moddb.com

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wtf? this engine is EPIC!!!!!!!!!!!!! FUCK YHEA.

Dec 15 2010 by JTMD

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