Citation :
Effectively, though Quake launched in June 1996, it didn't get GLQuake, which allowed for 3D hardware acceleration, until the start of 1997. John Carmack reportedly reached out to 3dfx, which then worked on an API called MiniGL that could run the game. In its implementation, 3dfx cards could then run the game at a better resolution in greater detail with a wider range of colours.
Smith says, "I would certainly give id, John, and Quake a great deal of credit for our overall success—we probably sold millions of boards because of that game, and it was magnificent. That’s the last game I’ve gone all the way to the end on, and I was exhausted after doing that. It was well crafted, beautiful, dark."
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