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===Source ports=== ====VQuake==== In late 1996, id Software released VQuake, a [[source port]] of the ''Quake'' engine to support hardware accelerated rendering on graphics cards using the [[Rendition Vérité]] chipset. Aside from the expected benefit of improved performance, VQuake offered numerous visual improvements over the original software-rendered ''Quake''. It boasted full 16-bit color, bilinear filtering (reducing pixelation), improved dynamic lighting, optional anti-aliasing, and improved source code clarity, as the improved performance finally allowed the use of gotos to be abandoned in favor of proper loop constructs. As the name implied, VQuake was a proprietary source port specifically for the Vérité; consumer 3D acceleration was in its infancy at the time, and there was no standard 3D API for the consumer market. After completing VQuake, John Carmack vowed to never write a proprietary port again, citing his frustration with Rendition's Speedy3D API.{{citation needed|date=May 2023}} ====QuakeWorld==== To improve the quality of online play, id Software released QuakeWorld in December 1996, a build of the ''Quake'' engine that featured significantly revamped network code including the addition of [[client-side prediction]]. The original ''Quake''{{'s}} network code would not show the player the results of their actions until the server sent back a reply acknowledging them. For example, if the player attempted to move forward, the client would send the request to move forward to the server, and the server would determine whether the client was actually able to move forward or if it ran into an obstacle, such as a wall or another player. The server would then respond to the client, and only then would the client display movement to the player. This was fine for play on a LAN, a high bandwidth, very low latency connection, but the latency over a dial-up Internet connection is much larger than on a LAN, and this caused a noticeable delay between when a player tried to act and when that action was visible on the screen. This made gameplay much more difficult, especially since the unpredictable nature of the Internet made the amount of delay vary from moment to moment. Players would experience jerky, laggy motion that sometimes felt like ice skating, where they would slide around with seemingly no ability to stop, due to a build-up of previously sent movement requests. John Carmack has admitted that this was a serious problem that should have been fixed before release, but it was not caught because he and other developers had high-speed Internet access at home.{{citation needed|date=May 2023}} After months of private beta testing, QuakeWorld, written by John Carmack with help from John Cash and Christian Antkow, was released on December 13, 1996. The client portion followed on December 17.<ref>{{Cite web |date=October 16, 2006 |title=GameSpy.com - Articles |url=http://archive.gamespy.com/legacy/articles/quakeworld_a.shtm |url-status=dead |archive-url=https://web.archive.org/web/20061016094830/http://archive.gamespy.com/legacy/articles/quakeworld_a.shtm |archive-date=October 16, 2006 |access-date=December 21, 2020}}</ref> Official id Software development stopped with the test release of QuakeWorld 2.33 on December 21, 1998. The last official stable release was 2.30.<ref>{{Cite web |title=Blue's News - August 22-28, 1998 |url=http://www.bluesnews.com/archives/aug98-4.html |website=Blue's News}}</ref> QuakeWorld has been described by [[IGN]] as the first popular [[first-person shooter]] meant to be played [[Online game|online]].<ref>{{Cite web |date=January 7, 2010 |title=The History of Online Shooters |url=http://www.ign.com/articles/2010/01/07/the-history-of-online-shooters |access-date=November 7, 2015 |website=[[IGN]]}}</ref> With the help of [[client-side prediction]], which allowed players to see their own movement immediately without waiting for a response from the server, QuakeWorld's network code allowed players with high-latency connections to control their character's movement almost as precisely as when playing in single-player mode. The [[Netcode]] parameters could be adjusted by the user so that ''QuakeWorld'' performed well for users with high and low latency. The trade off to client-side prediction was that sometimes other players or objects would no longer be quite where they had appeared to be, or, in extreme cases, that the player would be pulled back to a previous position when the client received a late reply from the server which overrode movement the client had already previewed; this was known as "warping". As a result, some serious players, particularly in the U.S., still preferred to play online using the original ''Quake'' engine (commonly called NetQuake) rather than QuakeWorld. However, the majority of players, especially those on dial-up connections, preferred the newer network model, and QuakeWorld soon became the dominant form of online play. Following the success of QuakeWorld, client-side prediction has become a standard feature of nearly all real-time online games. As with all other ''Quake'' upgrades, QuakeWorld was released as a free, unsupported add-on to the game and was updated numerous times through 1998.{{citation needed|date=May 2023}} In January 1997 an independant developer, Nick Maher, developed a version of the Quake World master server (called QuakeWorld Local) that could be run on a LAN without an Internet connection. The software tracked player statistics over time and allowed international players without a QuakeWorld server on their continent, or without Internet access at all, to enjoy the new client.<ref>{{Cite web |date=January 5, 1997 |title=QuakeWorld Local |url=https://www.bluesnews.com/s/225281/quakeworld-local|website=Blue's News}}</ref> ====GLQuake==== On January 22, 1997, id Software released{{clarification needed|date=November 2024}} the first beta of GLQuake. This was designed to use the [[OpenGL]] 3D [[Application programming interface|API]] to access hardware 3D graphics acceleration cards to [[rasterization|rasterize]] the graphics, rather than having the computer's [[CPU]] fill in every [[pixel]]. In addition to higher framerates for most players, GLQuake provided higher [[display resolution|resolution]] modes and [[texture filtering]]. GLQuake also experimented with reflections, transparent water, and even rudimentary shadows. GLQuake came with a [[MiniGL|driver]] enabling the subset of OpenGL used by the game to function on the [[3dfx]] [[Voodoo Graphics]] card, the only consumer-level card at the time capable of running GLQuake well. 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. This version had met with only limited success, and Carmack decided to write for generic APIs in the future rather than tailoring for specific hardware.{{Citation needed|date=March 2023}} ====WinQuake==== On March 11, 1997, id Software released WinQuake, a version of the non-OpenGL engine designed to run under [[Microsoft Windows]];{{clarification needed|date=November 2024}} the original ''Quake'' had been written for [[MS-DOS]], allowing for launch from [[Windows 95]], but could not run under [[Windows NT]]-based operating systems because it needed direct access to hardware. WinQuake instead accessed hardware via [[Win32]]-based APIs such as [[DirectSound]], [[DirectInput]], and [[DirectDraw]] that were supported on Windows 95, [[Windows NT 4.0]] and later releases. Like GLQuake, WinQuake also allowed higher resolution video modes. This removed the last barrier to widespread popularity of the game. ====vkQuake==== On July 20, 2016, Axel Gneiting, an id Tech employee responsible for implementing the [[Vulkan (API)|Vulkan]] rendering path to the [[id Tech 6]] engine used in [[Doom (2016 video game)|''Doom'' (2016)]], released a source port called vkQuake under the [[GNU General Public License#Version 2|GPLv2]].<ref>{{Cite web |last=Gneiting |first=Axel |date=July 20, 2016 |title=My Vulkan Quake 1 Port running 'In the Shadows' mod. Some stuff still missing. Code is here github.com/Novum/vkQuake |url=https://twitter.com/axelgneiting/status/755988244408381443 |access-date=August 6, 2016 |via=Twitter}}</ref>{{Primary source inline|date=May 2023}}<ref>{{Cite web |date=October 16, 2019 |title=vkQuake on github |url=https://github.com/Novum/vkQuake |website=[[GitHub]]}}</ref>
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