Quake

is a 3D first-person shooter released in 1996 by id Software. Its engine was licensed out to many companies, including Valve. is based off of Quake engine code, specifically, GLQuake and Quakeworld (with some code), with it's successors and both still retaining some residual Quake code. 
The introduced many of the concepts still used in Source today, such as the modern variant of the BSP, the use of a PVS, precomputated lightmaps, visleafs and brush entities. However, since engine, BSP (including brush entities) has been replaced with Meshes (and mesh entity) for geometry. Early GoldSrc multiplayer was based off the QuakeWorld multiplayer code (until 2001, when some code was added).
The and its successor, the , are now both retroactively referred to as . Both engines have been released as free and open source under the GPLv2 license, allowing for many source ports to be created, which add quality-of-life improvements and are now the preferred way of playing the game, including a remaster released in 2021.
==Compilers==
Quake also uses three compiler tools in compiling a map: QBSP, VIS, and LIGHT. The code for these was used as the basis of the compiling tools used by the compilers used by the Valve engine map compilers, as seen below:
 	Original compilers 	Original compilers	Original compilers	ZHLT, VHLT, and derivatives	compilers 	compilers
CSG	part of QBSP 	part of QBSP3 	QCSG 	HLCSG 	part of VBSP	resourcecompiler*
BSP	QBSP (Source code) 	QBSP3 	QBSP2 	HLBSP 	VBSP 	resourcecompiler*
VIS	VIS (Source code) 	QVIS3 	VIS 	HLVIS 	VVIS 	resourcecompiler*
RAD	LIGHT, no radiosity lighting (Source code)	QRAD3 	QRAD 	HLRAD 	VRAD 	VRAD2 (CPU only, and earlier)VRAD3 (requires RT-capable GPU)
*Source 2 no longer uses Binary Space Partitioning, using octree to handle visibility calculations of meshes instead, but the compile process is still similar.
ericw-tools uses the same nomenclature as the original Quake compilers.
== Source ports ==
Since the release of the Quake source code, there are various source ports available:
* Quakespasm - Limit-breaking source port focused on vanilla accuracy. Fork of the long-deprecated FitzQuake. Actively maintained.
** Quakespasm-Spiked (QSS) - Fork of Quakespasm that can run at higher frame rates than 72FPS without breaking physics.
*** vkQuake - Fork of QSS running on Vulkan, with additional features. No longer maintained as of 9 May 2023.
* TASQuake - a port which allows to record inputs for tool assisted speedrunning (TAS) as .qtas files.
* FTEQW - Source port focused on standalone game development. Notably includes clean-room implementations of file formats (BSP, MDL, WAD3, HLSPR), being used for clean-room reverse-engineered ports of (as ) and (as FreeHL). Actively maintained.
== Bugs/Limitations ==
== See also ==
* Quake.fgd
== External links ==
* and on the PCGamingWiki
* 
* and 
* Quake source code - Original GPL source code for engines, base ID1 game code, and some tools
** Quake Rerelease QuakeC code - QuakeC source code for the updated game code used in Quake Enhanced; includes GPL game code for all expansions, unlike original source code release
* - For developers
Category:Non-Steam Applications
Category:Open source mods and games