illustrating derivations of Quake engines |alt= 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, 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. 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. •
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. •
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. •
Ironwail - (Derivative of Quakespasm) – An engine aiming at maximum performance. •
FTEQW (Derivative of
QuakeWorld) - A modern client for online multiplayer. •
JoeQuake (Derivative of FuhQuake) - A port popular with
speedrunners. ==Games using the
Quake engine==