Quake Engines

Quake's source code has been open since 1999, and the community has grown it into a family of engines. Some stay true to the 1996 original, some add modern renderers, some are built for modders or competitive play. Here are the ones in active use, with Zircon up front: a DarkPlaces-based engine developed by Baker, which powers several projects on this site.
Featured Zircon engine screenshot

Zircon

DarkPlaces "Mark V": a mouse-driven, mapper-friendly DarkPlaces fork with 100+ enhancements.

OpenGL (SDL) Open source (GPL) Active (beta)
DP on Quake (id Tech 2)

DarkPlaces

LadyHavoc's feature-rich engine: real-time lighting, bloom, normal mapping, huge QuakeC extension set.

OpenGL GPL-2.0 Active
FTE on QuakeWorld

FTEQW

Multi-game engine for Quake, QuakeWorld, Quake II/III and Hexen II. Powers the browser games on this site.

Vulkan, OpenGL, Direct3D 9/11 GPL-2.0 Active
QS on FitzQuake

QuakeSpasm

Maintained FitzQuake descendant that sticks close to vanilla behaviour while lifting the old limits.

OpenGL GPL-2.0 Active
QSS on QuakeSpasm

QSS (Quakespasm-Spiked)

QuakeSpasm plus Spike's extensions: more protocol features, fewer limits, high frame rates without breaking physics.

OpenGL GPL-2.0 Maintained
IW on QuakeSpasm

Ironwail

Performance-focused QuakeSpasm fork on a modern GPU-driven renderer. Plays the 2021 Remaster content.

OpenGL 4 GPL-2.0 Active
VK on QSS

vkQuake

Vulkan port of QSS with most of its features, plus a drag-resizable window and custom HUD/particle support.

Vulkan GPL-2.0 Active
EZ on QuakeWorld

ezQuake

The standard QuakeWorld client: netcode, prediction and tooling tuned for competitive play.

OpenGL GPL-2.0 Active
JQ on GLQuake

JoeQuake

Speedrunner's engine: demo recording, run timers and tools built for racing the clock.

OpenGL GPL Active

At a glanceSame engines, side by side

EngineBased onRendererBest forPlatformsLicenceStatus
Zircon DarkPlaces OpenGL (SDL) Mapping and mod development with a friendly UI, fully DarkPlaces-compatible mods Windows, Linux, macOS, Android Open source (GPL) Active (beta)
DarkPlaces Quake (id Tech 2) OpenGL Graphics-heavy mods, total conversions and games like Xonotic Windows, Linux, macOS GPL-2.0 Active
FTEQW QuakeWorld Vulkan, OpenGL, Direct3D 9/11 Multiplayer, QuakeC development, multi-game setups and running Quake in a browser Windows, Linux, macOS, Android, Web GPL-2.0 Active
QuakeSpasm FitzQuake OpenGL Vanilla-accurate single player; the usual reference for new single-player maps Windows, Linux, macOS GPL-2.0 Active
QSS (Quakespasm-Spiked) QuakeSpasm OpenGL Mods that need extended limits and protocol features, with a QuakeSpasm feel Windows, Linux GPL-2.0 Maintained
Ironwail QuakeSpasm OpenGL 4 Fast, polished single player with big maps and modern hardware Windows, Linux GPL-2.0 Active
vkQuake QSS Vulkan Single player and mods on a modern Vulkan renderer Windows, Linux, macOS GPL-2.0 Active
ezQuake QuakeWorld OpenGL Competitive QuakeWorld deathmatch and team play Windows, Linux, macOS GPL-2.0 Active
JoeQuake GLQuake OpenGL Speedrunning and demo-based competition Windows, Linux, macOS GPL Active

Which one should I use?

  • Just playing single-player maps: QuakeSpasm for vanilla-accurate behaviour; Ironwail or vkQuake if you want a faster modern renderer and the 2021 Remaster content.
  • Mods with extended limits or protocol features: QSS or FTEQW.
  • Graphics-heavy mods and total conversions: DarkPlaces, or Zircon if you want the same mod compatibility with a mouse-driven menu and extra mapper tools.
  • Multiplayer: ezQuake for QuakeWorld; FTEQW as a flexible all-rounder.
  • Speedrunning: JoeQuake.
  • No install at all: play Quake in your browser on a WebAssembly build of FTEQW.
Details are a snapshot from October 2026 and engines move fast, so check each project's own page for the current release.
Owned by kleskby#1837
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