Talk:Quake engine

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Contents

[edit] Quake family tree

The EA games on this diagram are horribly inaccurate. Nightfire was developed by Eurocom for EA using their in-house technology which is not based on Quake. The Bond game that used Quake code is 007 Agent Under Fire for PS2, Xbox, and NGC. The correct way to draw the tree is to show it coming from Ritual's FAKK codebase. On a separate branch from that you should show Alice which also came from FAKK. Then lastly you could show James Bond 007 Everything or Nothing linked off of 007 Agent Under Fire as it was based off the AUF codebase. Lgascoig (talk) 14:18, 14 April 2008 (UTC)

It's also missing the ioquake3 engine, and the game tremulous built of that. --Chrispy (talk) 16:15, 14 April 2008 (UTC)

[edit] Merge or not

I do not think that Quake engine should be merged with Quake. Doom and Doom engine are separate, and the quake engine is used for Quake, Quake II, Hexen, and will be referenced with each of them. Also the article is a stub and cannot be merged yet. Watsonladd

If I'm not mistaken, Quake II, III and the Doom III engines were written from scratch. They may be based on similiar concepts to the original Quake engine, but I'm pretty sure they don't borrow any code. Doom III in particular is written in a completely objected oriented language, Q3 and previous engines were all procedural.

I was under the same impression. Is anyone familiar with the Q2 engine (now GPL) and also the Q1 engine? What is your analysis? --ChrisRuvolo (t) 23:24, 31 May 2005 (UTC)
Comparing the Quake 2 and Quake 1 sources, it's pretty obvious that the Q2 engine is an enhanced Q1.
Quake 3 is Quake2 based that is Quake1 based that is QuakeWorld based that is a Quake1 based. Quake Family Tree --Tei

But oddly enough there is more information about the quake engine (techincal details) on the quake page than here. Maybe the information should be transferred here, which would have the nice side effect of shortening the quake article. anton 24.201.100.166 17:43, 22 September 2007 (UTC)


[edit] Half-Life

Half-Life's GoldSrc engine is a (heavily) modified version of the Quake engine ... should I mention it here somewhere? I'm not entirely sure it'd work under Derivative Engines, since Half-Life was released in 1998 and Carmack released the engine in 1999 ... --Yar Kramer 13:03, 6 September 2005 (UTC)

Half-Life's engine is based on the Quake II engine. It was done as a proprietary source license (i.e. for money, not under the GPL). I don't think this is worth mentioning in this article since the relationship is not direct. --ChrisRuvolo (t) 18:06, 6 September 2005 (UTC)
A bit late, but... It's derived from Q1. Only some minor fixes from Q2 were included. Get your facts straight. dethtoll 17:45, 12 June 2007 (UTC)
Ah, all right. Works for me. --Yar Kramer 19:43, 6 September 2005 (UTC)


I hope this works, haven't worked with a wiki often. Regarding to this article (http://collective.valve-erc.com/index.php?doc=1028244478-62628500), Half-Life is based on a heavily modified Quake engine. The Quake2 engine part is rather small. I think you should add Half-Life. (In the Half-Life entry they say "Quake engine" as well ;) - Cheers, Spirit

[edit] Not happy.

This article is horrible. Need tons of edits to become a usefull one. I am not happy with this. --Tei

If you make yourself happy by improving this article, you will also be making others happy. Gronky 09:44, 21 August 2007 (UTC)

[edit] Video formats?

So... what resolutions and color depths did the original Quake engine support? —Preceding unsigned comment added by 70.68.70.186 (talk) 22:39, 13 December 2007 (UTC)

[edit] Brushes

Currently, the article says the following:

The brushes are overlapped in order to create an enclosed, empty, volumetric space, and when the design is complete the map is run through the rendering preprocessor.

It has been a long time since I edited Quake maps, but if I remember correctly, brushes should never overlap. Doing so results in unnecesary splitting by the map compiler, which in turn makes the map slower to render, and can even cause drawing problems like Z-fighting.

--Pezezin (talk) 14:56, 4 February 2008 (UTC)

You're right. I never did an enormous amount of editing for Quake or Quake II, but I remember the same rule. Brushes should form a fully enclosed space, but overlapping brushes is a Bad Thing (TM). Lee.crabtree (talk) 16:54, 13 February 2008 (UTC)