Quake engine | Wikipedia audio article
Channel: wikipedia tts
Date: 2019-07-06

This is an audio version of the Wikipedia Article:
https://en.wikipedia.org/wiki/Quake_engine


00:00:54 1 History
00:01:51 2 Engine design and milestones
00:02:01 2.1 Reducing 3D complexity to increase speed
00:05:08 2.2 Precalculating lighting and shadows
00:06:07 2.3 Sectioning the map to increase speed
00:07:38 2.3.1 How sectioning is performed
00:08:57 2.4 Speeding up the rendering, and rendering order
00:11:05 2.5 Hardware 3D acceleration
00:12:12 2.6 Network play
00:13:05 3 Derivative engines
00:14:34 4 Games using the iQuake/i engine
00:15:44 5 iQuake/i engine tools
00:15:59 6 See also



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SUMMARY
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The Quake engine is the game engine developed by id Software to power their 1996 video game Quake. It featured true 3D real-time rendering and is now licensed under the terms of the GNU General Public License (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) to optimise the world rendering. The Quake engine also used Gouraud shading for moving objects, and a static lightmap for nonmoving objects.
Historically, the Quake engine has been treated as a separate engine from its successor, the Quake II engine. However, both engines are now considered variants of id Tech 2. Although, the codebases for Quake and Quake II were separate GPL releases.