HackerReposA FIELD GUIDE TO OPEN SOURCE
ProSponsor the shelf♧ 0
← Back to top all-time
id-Software
Quake
C2012–2025
id-Software / Quake

Quake

Quake GPL Source Release

21Distinct people
22Mentions
1Explicit recommenders
6.1KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

Quake GPL Source Release

GitHub

Where it is used

No documented product use was verified in the last source check.

What people are saying

Good chance it was John Carmack, probably one the top 10 programmers of all time. He basically built the Quake engine himself. There is a pretty decent analysis of it here: *…

Eisenstein used a recommendation phrase. One indexed comment matches. This is a phrase match, not a verdict.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 8–Nov 15 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/15/2026, 8:27:21 AM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year22 dated mentions

Observed mentions: 2012-10-13 01:43:25 UTC to 2025-11-24 03:28:39 UTC.

012342012-01-01 00:00:00 UTC to 2013-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments20122013-01-01 00:00:00 UTC to 2014-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2014-01-01 00:00:00 UTC to 2015-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2015-01-01 00:00:00 UTC to 2016-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2016-01-01 00:00:00 UTC to 2017-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2017-01-01 00:00:00 UTC to 2018-01-01 00:00:00 UTC (exclusive): 3 mentions; 0 submissions, 3 comments2018-01-01 00:00:00 UTC to 2019-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments20182019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 3 mentions; 0 submissions, 3 comments2021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 2 mentions; 1 submissions, 1 comments2023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 3 mentions; 0 submissions, 3 comments2024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments2025-01-01 00:00:00 UTC to 2026-01-01 00:00:00 UTC (exclusive): 4 mentions; 0 submissions, 4 comments2025

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20122012-01-01 00:00:00 UTC2013-01-01 00:00:00 UTC202
20132013-01-01 00:00:00 UTC2014-01-01 00:00:00 UTC000
20142014-01-01 00:00:00 UTC2015-01-01 00:00:00 UTC000
20152015-01-01 00:00:00 UTC2016-01-01 00:00:00 UTC101
20162016-01-01 00:00:00 UTC2017-01-01 00:00:00 UTC101
20172017-01-01 00:00:00 UTC2018-01-01 00:00:00 UTC303
20182018-01-01 00:00:00 UTC2019-01-01 00:00:00 UTC000
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC000
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC303
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC101
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC211
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC303
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC202
20252025-01-01 00:00:00 UTC2026-01-01 00:00:00 UTC404

What Hacker News says

1 sources
I have also done Quake mapping and even done an editor for fun[0] some time ago :-P. You are supposed to stick to the grid, the crate texture is sized so that it fits perfectly on the grid. If you go off the grid things become a bit harder, but this is why pretty much everything on Quake is axis aligned :-P. It is ridiculously simple to make stuff actually. About rotation, most editors that people used even in the 90s had support for texture locking for both translation and rotation. id's original editor was very primitive though, but later editors like Worldcraft and Radiant had those features. WRT. texture coordinates, they are converted to U/V (or actually S/T) pairs, but it happens quite late during the edge span rasterization. You can see the inner rasterizer loop here[1] where it draws an edge span and performs a linear interpolatio
Read the rest
n of the S/T values calculated at [2] above and [3] (during the surface draw setup). Having said that i think what you described is closer to what Ken Silverman was working on at the time as a successor to the Build engine (at least based on my understanding from what he wrote years ago). [0] https://i.imgur.com/5xWOw3K.jpg [1] https://github.com/id-Software/Quake/blob/master/WinQuake/d_... [2] https://github.com/id-Software/Quake/blob/master/WinQuake/d_... [3] https://github.com/id-Software/Quake/blob/master/WinQuake/d_...
In Path Tracing Quake in Blender

MAKE YOURSELF AT HOME

A few shortcuts

/
Search the collection
?
Open this guide
Esc
Close dialogs and navigation

Your saved repositories and interests stay in this browser.