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I don’t know that it was the only reason, but Carmack’s push for OpenGL certainly helped. A lot of things related to 3D games are thanks to doom and Quake.


It also helped that the API was actually user friendly compared to the earlier versions of Direct3D.


> A lot of things related to 3D games are thanks to doom and Quake.

Quake sure, but Doom? IIRC Doom is far more like Wolf3D's 2.5D/raycasting than the "true 3D" of Quake, it cpu rendered to a frame buffer with zero hardware acceleration. I find it hard to believe it made any lasting impact on any subsequent 3D rendering APIs.


Quake got official 3D accelerated versions like GLQuake and VQuake. The improved visuals and better performance these versions offered drove a lot of early 3D accelerator sales in the consumer space.


Quake didn't use hardware acceleration either. It was only the later VQuake and GLQuake releases that did.


I think for the purposes of this discussion "Quake" is acceptable shorthand for GLQuake, Quake 2, Quake 3, all the games that used those engines, etc.




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