Quake: The Move to Full 3D and Client-Side Prediction
We thought Doom was the pinnacle of technology, but Quake has just arrived and made it look like a puppet show. While Doom used "2.5D" tricks (sectors with heights), Quake is a true 3D world. Every wall, every floor, and every monster is a collection of polygons in a 3D coordinate system.
The QuakeWorld Revolution
As a developer, the most fascinating part isn't the graphics-it’s the networking. The initial release of Quake was built for LANs, but "QuakeWorld" just introduced something called "Client-Side Prediction."
In most games, you move, the server receives the move, and then tells you where you are. On a slow modem, this makes the game feel like you're walking through molasses. QuakeWorld predicts your movement locally so the game feels instant, even if the server is 200ms away.
// Simplified concept of client-side prediction
player.position += player.velocity * frametime;
// Later, reconcile with the server's authoritative position
if (abs(player.position - server_position) > threshold) {
player.position = server_position;
}
QuakeC: The First Modding Language
Quake also introduces "QuakeC," a simplified C-like language that defines the game's logic. By separating the engine (the heavy lifting of rendering and physics) from the game logic (what happens when you pick up a health pack), id Software has created the ultimate modding platform.
// Example QuakeC snippet
void() player_die =
{
self.items = self.items - (self.items & IT_INVISIBILITY);
self.invisible_finished = 0;
self.invincible_finished = 0;
PlayerDead();
};
Looking Ahead
Quake is the end of the "sprite" era for shooters. From here on out, everything is polygons and lightmaps. It’s also the birth of "e-sports" and modern online gaming. The architectural decisions Carmack made here-especially regarding the client-server model-will be studied and copied for years. If you aren't thinking about 3D math and network latency today, you aren't making games.
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