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The Quake engine (id Tech 2), 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 immediately forked. Much of the engine remained in Quake II and ...
Also termed the Quake II engine. Improvements to the id Tech 2 engine. id Tech 3 Quake III Arena engine: C: 2005 C: Yes 3D Windows, Linux, macOS: Quake III Arena, Heavy Metal: F.A.K.K. 2, American McGee's Alice, Call of Duty, Quake Live: GPL-2.0-or-later: Also termed the Quake III engine. id Tech 3.5: C: 2005 C: Yes 3D Windows, Linux, macOS
The engine also uses some code from other games in the Quake series, including QuakeWorld and Quake II. [2] In 1997, Valve hired Ben Morris and acquired Worldcraft, a tool for creating custom Quake maps. [3] [better source needed] The tool was renamed Valve Hammer Editor and became the official mapping tool for GoldSrc.
It featured true 3D real-time rendering and is the first id Tech engine to use the client–server model. The source code was released on 21 December 1999 under GPL-2.0-or-later. The Quake engine was updated with a new executable titled QuakeWorld that contained code to enhance the networking capabilities of Quake in response to the demand for ...
Rendition, Inc., was a maker of 3D computer graphics chipsets in the mid to late 1990s. They were known for products such as the Vérité 1000 and Vérité 2x00 and for being one of the first 3D chipset makers to directly work with Quake developer John Carmack to make a hardware-accelerated version of the game (vQuake).
Daz Studio: Freeware: Yes: Yes ... Quake Army Knife: GNU GPL: Yes: No Realsoft 3D: ... List of 3D animation software; List of 3D rendering software;
id Tech 3, popularly known as the Quake III Arena engine, is a game engine developed by id Software for its 1999 game Quake III Arena. It has subsequently been used in numerous games. Commercially, id Tech 3 competed with early versions of the Unreal Engine; both were widely licensed. Originally proprietary, it is now open-source software.
It popularized consumer graphics cards with its implementation of 3D rendering under OpenGL technology, and its dedicated developer tools encouraged users to create their own modifications, spawning a "healthy mod scene". [4] [5] [6] Around the time of Quake 's release, these user modifications became known as just "mods". [7]
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