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Quake and combined
Quake and its four sequels, Quake II, Quake III Arena, Quake 4, and Enemy Territory: Quake Wars have sold over 4 million copies combined.
There were just two featured tournaments, both with $ 50, 000 purses, and both sponsored by NVIDIA: ET: QW, and the new Quad Damage Tournament, which combined all four Quake games into one competition.

Quake and fully
When Bungie's first-person shooter Marathon was released in 1994, it featured up / down look control and the option to fully control turning and aiming by mouse ( a feature later popularized by id's Quake as mouselook / freelook ).

Quake and 3D
When, three years later, 3D Realms released Duke Nukem 3D, a tongue-in-cheek science fiction shooter based on Ken Silverman's technologically similar Build engine, id Software had nearly finished Quake, its next-generation game, which mirrored Dooms success for the remainder of the 1990s and significantly reduced interest in its predecessor.
In 1999, Duke Nukem 3D was banned in Brazil, along with Quake, Doom and several other violent first-person shooters after a violent rampage in and around a movie theater was allegedly inspired by the first level in the game.
Hexen II, by way of the Quake engine, uses OpenGL for 3D acceleration.
Starting with the Wolfenstein 3D franchise and continuing with the Doom and Quake series, Id pushed the boundaries of video game technology — particularly 3D computer graphics technology — and creates game engines that are heavily used throughout the video game industry.
Id Software has developed their own game engine for each of their titles when moving to the next technological milestone, including Commander Keen, Wolfenstein 3D, Shadowcaster, DOOM, Quake, Quake II, and Quake III, as well as technology used in making Doom 3.
Wolfenstein 3D, DOOM and Quake engine ports are ubiquitous to nearly all platforms capable of running games, such as hand-held PCs, iPods, the PSP, the Nintendo DS and more.
The game engine developed for Quake, the Quake engine, popularized several major advances in the 3D game genre: polygonal models instead of prerendered sprites ; full 3D level design instead of a 2. 5D map ; prerendered lightmaps ; and allowing end users to partially program the game ( in this case with QuakeC ), which popularized fan-created modifications ( mods ).
However, work was very slow on the engine, since John Carmack, the main programmer of Quake, was not only developing a full 3D engine, but also a TCP / IP networking model.
Previously, John Carmack had experimented with a version of Quake specifically written for the Rendition Vérité chip used in the Creative Labs PCI 3D Blaster card.
The Saturn port used Lobotomy's own Slavedriver engine ( the same engine that powers the Saturn ports of Duke Nukem 3D and Powerslave ) instead of the original Quake engine.
Carmack was the lead programmer of the id computer games Commander Keen, Wolfenstein 3D, Doom, Quake, Rage and their sequels.
* Quake is considered the killer app for hardware 3D accelerators in home computing.
Initially, it was only somewhat beneficial in certain situations in a few OpenGL-based 3D first-person shooter titles, most notably Quake III Arena.
In 3D video games such as Quake, for example, binary space partitioning ( BSP ) trees are heavily favored to minimize visibility tests.
Unlike previous 3D games Quake used the pipelined Pentium FPU to do perspective correction calculations in the background while texture mapping, effectively doing two tasks at once.
However, while most of its contemporaries — Doom included — use sprites, to render enemies, Descent renders enemies in full 3D using polygon meshes, a technique employed by Quake one year later.
From very early on in the game's development, Daikatana was advertised as the brainchild of John Romero, a man famous for his work at id Software in the development of Wolfenstein 3D, Doom and Quake.

Quake and engine
Using a modified Quake engine, it featured single-player and multiplayer game modes, as well as four character classes to choose from, each with different abilities.
During the mid to late 1990s, " the launch of each successive round of technology it's been expected to occupy a headlining position ", with the Quake III engine being most widely adopted of their engines.
Impressive core modifications include DarkPlaces which adds stencil shadow volumes into the original Quake engine along with a more efficient network protocol.
The GPL release of the Quake III engine's source code was moved from the end of 2004 to August 2005 as the engine was still being licensed to commercial customers who would otherwise be concerned over the sudden loss in value of their recent investment.
John Carmack stated, at QuakeCon 2007, that the Id Tech 5 engine would be used for a new Quake game.
Id Software has also overseen several games using its technology that were not made in one of their IPs such as Shadowcaster, ( early-Id Tech 1 ), Heretic, Hexen ( Id Tech 1 ), Hexen II ( Quake engine ), and Orcs and Elves ( Doom RPG engine ).
The Quake engine was the only game engine to use QuakeC.
QuakeC allowed the Quake engine to dominate the direction of the first-person shooter genre.
With the Quake engine source code now able to be changed, further features were added to QuakeC in the form of new builtin functions.
However, programmers taking advantage of these changes lost backwards compatibility with the unmodified Quake engine.
The id Tech 3 engine is the name now given to the engine that was developed for Quake 3.
Like its predecessors, Quake and Quake II, Quake III Arena can be heavily modified, allowing the engine to be used for many different games.

Quake and with
After essentially founding an entire genre with this game, Id Software created Doom, Doom II, Quake, Quake II, Quake III Arena, Quake 4 and Doom 3.
The Quake series continued with Quake II in 1997.
He was asked to resign after the release of Quake II, then moved to Electronic Arts where he gained industry notoriety with the development of his own game American McGee's Alice.
On October 26, 1996, a well-known gaming clan, the Rangers, surprised the Quake community with Diary of a Camper, the first widely known machinima film.
Thus, it was impractical to enhance software to work with Quake III.
The first film made with Quake III Arena, Quad God was also the first to be distributed as recorded video frames, not game-specific instructions.
Belonging to the former category, gameplay and stunt machinima began in 1997 with Quake done Quick.
Machinima has been used in music videos, of which the first documented example is Ken Thain's 2002 " Rebel vs. Thug ", made in collaboration with Chuck D. For this, Thain used Quake2Max, a modification of Quake II that provided cel-shaded animation.
Continuity with prior games in the Quake series and even Doom is maintained by the inclusion of player models related to those earlier games as well as biographical information included on characters in the manual, a familiar mixture of gothic and technological map architecture and specific equipment ; for example, the Quad Damage power-up, the infamous rocket launcher and the BFG super-weapon.
Weapon balance was achieved by examining earlier games in the series, Quake and Quake II as well as extensive play testing with well-known players such as Thresh.
Quake 3 also provided support for models animated using vertex animation with attachment tags ( known as the. md3 format ), allowing models to maintain separate torso and leg animations and hold weapons.
This presents many advantages as mod authors do not need to worry about crashing the entire game with bad code, clients could show more advanced effects and game menus than was possible in Quake II and the user interface for mods was entirely customizable.

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