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Quake engines
Quake engines











quake engines

Late 1990s: 32-bit color, GPUs become standard Game engine Turok 2: Seeds of Evil (1998), South Park (1998), Turok: Rage Wars (1999), Turok 3: Shadow of Oblivion (2000)

quake engines

Quake (1997, Sega Saturn version), Duke Nukem 3D (1997, Sega Saturn version) Mid 1990s: 3D models, beginnings of hardware acceleration Game engine

#Quake engines Pc

Witchaven (1995), William Shatner's TekWar (1995), Duke Nukem 3D (1996), Witchaven II: Blood Vengeance (1996), Duke Nukem 3D: Atomic Edition (1996), PowerSlave (1996, PC version), Redneck Rampage (1997), Blood (1997), Shadow Warrior (1997), Redneck Rampage: Suckin' Grits on Route 66 (1998), Redneck Rampage Rides Again (1998), NAM (1998), Extreme Paintbrawl (1998), World War II GI (1999), Ion Maiden (2019) Terminal Terror (1994), Pencil Whipped (2000), various others (1994–1998)ĭoom II: Hell on Earth (1994), Heretic (1994), The Ultimate Doom (1995), Hexen: Beyond Heretic (1995), Master Levels for Doom II (1995), Hexen: Deathkings of the Dark Citadel (1996), Heretic: Shadow of the Serpent Riders (1996), Strife: Quest for the Sigil (1996), Final Doom (1996), Chex Quest (1996), Chex Quest 2: Flemoids Take Chextropolis (1997), Doom 64 (1997) Spear of Destiny (1992), Blake Stone: Aliens of Gold (1993), Operation Body Count (1994), Corridor 7: Alien Invasion (1994), Blake Stone: Planet Strike (1994), Rise of the Triad (1994), Super Noah's Ark 3D (1994) Wibarm (1986), Star Cruiser (1988), Star Cruiser 2 (1992)ĭark Side (1988), Total Eclipse (1988), Castle Master (1990), Castle Master II: The Crypt (1990), Total Eclipse II: The Sphinx Jinx (1991), 3D Construction Kit (1991), 3D Construction Kit II (1992)Įarly 1990s: wireframes to 2.5D worlds and textures Game engine

  • 9 Specialized engines/engine middle-wareĮarly first-person shooter graphics engines Game engine.
  • 7 Late 2000s to 2010s: the approach to photorealism.
  • 5 Early 2000s: increasing detail, outdoor environments, rag-doll physics.
  • 4 Late 1990s: 32-bit color, GPUs become standard.
  • s: 3D models, beginnings of hardware acceleration.
  • 2 Early 1990s: wireframes to 2.5D worlds and textures.
  • 1 Early first-person shooter graphics engines.












  • Quake engines