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==Technology== Starting with their first shareware game series, ''Commander Keen'', id Software has licensed the core source code for the game, or what is more commonly known as the engine. Brainstormed by [[John Romero]], id Software held a weekend session titled "The id Summer Seminar" in the summer of 1991 with prospective buyers including [[Scott Miller (programmer)|Scott Miller]], [[George Broussard]], [[Ken Rogoway]], [[Jim Norwood]] and [[Todd Replogle]]. One of the nights, id Software put together an impromptu game known as "Wac-Man" to demonstrate not only the technical prowess of the Keen engine, but also how it worked internally. Since then, id Software has licensed the ''Keen'' engine, ''Wolfenstein 3D'' engine, [[Shadowcaster]] engine,<ref>{{cite book|last= Kushner|first=David|authorlink=David Kushner|title=[[Masters of DOOM]]|edition=paperback|publisher=Random House Publishing Group| year=2004|pages=119β122|isbn=0-8129-7215-5}}</ref> ''DOOM'' engine, the ''Quake'', ''Quake II'', and ''Quake III'' engines, as well as technology used in making ''Doom 3''. These engines have powered numerous notable titles, with their most successful engine being the ''Quake III'' engine. In conjunction with his self-professed affinity for sharing [[source code]], John Carmack has open-sourced most of the major id Software engines under the [[GNU General Public License|GPL]] license. Historically, the [[source code]] for each engine has been released once the code base is 5 years old. Consequently, many home grown projects have sprung up porting the code to different platforms, cleaning up the source code, or providing major modifications to the core engine. ''Wolfenstein 3D'', ''DOOM'' and ''Quake'' engine ports are ubiquitous to nearly all platforms capable of running games, such as hand-held PCs, iPods, the PSP, the [[Nintendo DS]] and more. Impressive core modifications include DarkPlaces which adds stencil shadow volumes into the original ''Quake'' engine along with a more efficient network protocol. Another such project is [[ioquake3]], which maintains a goal of cleaning up the source code, adding features and fixing bugs. The GPL release of the ''Quake III'' engine's source code was moved from the end of 2004 to August 2005 as the engine was still being licensed to commercial customers who would otherwise be concerned over the sudden loss in value of their recent investment. id Software publicly stated they would not support the [[Wii]] console,<ref>{{cite web|title=id Software boss unconvinced by Wii|url=http://play.tm/news/24147/id-software-boss-unconvinced-by-wii/|date=2009-04-12}}</ref> although they have since indicated that they may release titles on that platform.<ref>[http://www.cubed3.com/news/6961/1/id_Properties_Coming_to_Wii "id Properties Coming to Wii"] from Cubed3</ref> Since id Software revealed their engine [[id Tech 5]], they call their engines "[[id Tech]]", followed by a version number.<ref>{{cite news|url=http://www.idsoftware.com/business/technology|title=id Software: Technology licensing|publisher=idsoftware.com|accessdate=2007-07-15}}</ref> Older engines have retroactively been renamed to fit this scheme, with the [[id Tech 1|Doom engine]] as id Tech 1.
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