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Quake

Quake may refer to: For other uses, see Quake (disambiguation).

Seismology

Earthquake Fundamentals

An earthquake is the sudden release of energy in the Earth's lithosphere that generates seismic waves, causing the ground to shake. This energy release typically occurs when accumulated stress along a fault overcomes frictional resistance, allowing rock masses to slip past one another. The primary cause of most earthquakes is the movement of tectonic plates, which are rigid segments of the that interact at boundaries. These movements build elastic strain in the rocks until it is suddenly released, a process explained by the developed by Harry Fielding Reid following his analysis of the . In this theory, rocks deform elastically under stress and then snap back to their original shape, propagating seismic waves. Earthquakes often occur along specific fault types, such as strike-slip faults where blocks slide horizontally past each other (e.g., the ) or thrust faults where one block is pushed up over another. Earthquakes are classified into several types based on their origins. Tectonic earthquakes, the most common, result from plate boundary interactions and account for about 90% of global seismic energy release. Volcanic earthquakes arise from movement or pressure changes within volcanoes. Induced earthquakes are triggered by human activities, such as fluid injection during hydraulic fracturing () or wastewater disposal, which increase pore pressure on faults. Less common are collapse earthquakes, caused by the sudden subsidence of underground structures like mine roofs or volcanic calderas, and explosion earthquakes, generated by rapid energy releases from nuclear tests or volcanic blasts. Most earthquakes worldwide occur at tectonic plate boundaries, where about 80% of seismic activity is concentrated, including zones, spreading ridges, and transform faults. For example, the , a magnitude 7.9 event on a strike-slip fault, ruptured approximately 477 kilometers of the , demonstrating the scale of tectonic quakes at plate margins. Seismic waves produced by earthquakes travel through the and are categorized into body waves that propagate internally. Primary waves, or P-waves, are compressional waves that alternately squeeze and expand rock in the direction of travel, moving the fastest (up to 8 km/s in the crust) and arriving first at seismic stations. Secondary waves, or S-waves, are shear waves that cause rock to oscillate perpendicular to their propagation direction, traveling slower (up to 4.5 km/s in the crust) and thus arriving after P-waves, but carrying more destructive energy due to their shearing motion.

Seismic Measurement and Impacts

Seismographs and accelerometers are primary instruments for measuring earthquakes. Seismographs detect and record ground motion from seismic waves, producing seismograms that capture displacement, velocity, or acceleration over time. Accelerometers, often integrated into modern seismic networks, measure the acceleration of the ground, which is crucial for assessing structural response during strong shaking. These tools form the backbone of global seismic monitoring networks operated by organizations like the (USGS). Earthquake magnitude is quantified using scales that estimate the total energy released. The local magnitude scale, developed by Charles F. Richter in 1935 and commonly called the , is calculated as
M_L = \log_{10} A + \text{correction terms},
where A is the maximum of seismic (in millimeters) recorded on a Wood-Anderson seismograph at a standard distance of 100 km, and corrections account for distance and site effects. This means each whole-number increase in M_L represents about 10 times greater and roughly 31 times more energy release. For larger events, the (M_w) provides a more reliable measure, especially for magnitudes above 7, and is defined as
M_w = \frac{2}{3} \log_{10} M_0 - 6.0,
where M_0 is the (in Newton-meters), a representing the rigidity of the rocks, the area of the fault that slipped, and the average slip distance. Introduced by Hanks and Kanamori in , this scale does not saturate at high magnitudes and is now the standard for global catalogs.
In contrast, earthquake intensity assesses local effects rather than overall size. The Modified Mercalli Intensity (MMI) scale, an adaptation of earlier versions from the early , rates shaking on a 12-point Roman numeral scale (I to XII) based on observed human perceptions, structural damage, and environmental changes. For example, MMI IV indicates light shaking felt by many indoors, while MMI IX causes heavy damage to well-built structures. This scale is particularly useful for mapping spatial variations in shaking during an event, as intensity decreases with distance from the . Earthquakes produce several primary physical impacts. Ground shaking, the most widespread effect, vibrates structures and can lead to if intensities exceed design limits. Surface rupture occurs when the fault breaks through the ground, displacing land by meters along the fault trace. happens in saturated, loose soils during intense shaking, causing the ground to lose strength and behave like a , often resulting in building settlement or tilting. Landslides and rockfalls are triggered on steep slopes, exacerbating damage in hilly or mountainous regions. These hazards are most severe near the and in vulnerable terrains. Societal impacts include loss of life, injuries, and substantial economic costs from direct damage and indirect disruptions. Casualties arise mainly from collapsing buildings, tsunamis, or secondary effects like fires, with global annual deaths averaging approximately 13,000 over recent decades, though varying widely from a few thousand to over 60,000 in years with major events. Economic losses encompass repairs to , lost , and long-term recovery; for instance, the 2011 Tōhoku in , with a moment of 9.0, resulted in over ,000 deaths and approximately $235 billion in damages, the costliest on record; more recently, the 2023 Kahramanmaraş sequence in and (maximum moment 7.8) resulted in over 59,000 deaths and an estimated $150 billion in damages (as of 2023), underscoring the continued global threat. Approximately 500,000 s are detectable worldwide each year by modern instruments, but only about 100 cause significant societal impacts, such as widespread damage or fatalities. Mitigation strategies focus on reducing these impacts through and . Building codes, such as those in the International Building Code adopted in seismic-prone areas, require structures to resist specified ground accelerations, incorporating features like base isolation and shear walls. Early warning systems detect initial seismic waves and alert populations seconds to minutes before strong shaking arrives; the USGS-operated system in the , for example, uses a network of over 1,500 sensors (as of 2024) to issue public alerts via apps and infrastructure controls, potentially averting injuries and economic losses estimated in billions.

Arts and Entertainment

Video Game Series

The Quake series is a landmark franchise of first-person shooter (FPS) video games, originating from id Software and later supported by publishers including GT Interactive and Bethesda Softworks. The inaugural entry, Quake, launched as shareware on June 22, 1996, with the full retail version following on July 22, 1996, marking a pivotal shift in gaming toward fully three-dimensional environments. Developed by a core team at id Software—including programmers John Carmack and Michael Abrash, designers John Romero and Sandy Petersen, and artist Adrian Carmack—the game built on the success of prior id titles like Doom (1993), but introduced true 3D polygonal graphics rendered in real-time, eschewing the 2.5D approximations of earlier FPS engines. This innovation enabled complex level geometry, sloped surfaces, and dynamic lighting, setting a new standard for immersive 3D worlds in PC gaming. By December 1997, Quake had sold over 1.4 million copies worldwide, underscoring its commercial viability and influence on the burgeoning FPS genre.) At its core, the Quake series emphasizes fast-paced, skill-based combat in first-person perspective, blending visceral gunplay with environmental interaction. The original Quake drew heavily from H.P. Lovecraft's cosmic horror, featuring eldritch enemies like the shambler and , set in shadowy, rune-etched dimensions that evoke dread and the unknown. Signature mechanics include , where players exploit explosive self-damage from the to propel themselves to otherwise inaccessible areas, encouraging aerial maneuvers and strategic mobility. Combat revolves around —scavenging for health, armor, and ammunition amid labyrinthine levels—while multiplayer modes popularized , a free-for-all arena battle that became a staple of online gaming. The series' client-server networking model, refined in updates like QuakeWorld (1996), allowed low-latency multiplayer over the , supporting up to 16 players and fostering competitive play that prioritized precision aiming and movement over simplistic point-and-shoot dynamics. The franchise expanded through a series of mainline titles, each evolving the formula while retaining its emphasis on speed and intensity. Quake II (December 9, 1997) shifted from Lovecraftian fantasy to a sci-fi narrative, pitting human marines against the cybernetic Strogg aliens in a linear focused on and larger-scale battles. Quake III Arena (December 2, 1999) streamlined the experience into pure multiplayer arenas, stripping away single-player elements for bot-driven matches and symmetrical maps that highlighted individual skill in modes like . Later entries included Quake 4 (October 18, 2005), which returned to the Strogg storyline with co-op elements and horror-infused set pieces; Enemy Territory: Quake Wars (September 28, 2007, PAL; October 2, 2007, NA), a team-based multiplayer emphasizing class roles and objective-driven warfare between humans and Strogg; Quake Live (August 6, 2010), a browser-based revival of Quake III optimized for web play; and Quake Champions (August 23, 2017), a incorporating unique champion abilities while preserving classic arena combat. Development milestones defined the series' technical legacy, with John Carmack's innovations in engine architecture enabling scalable 3D rendering and networked play that influenced countless successors. The first expansion, Quake Mission Pack No. 1: Scourge of Armagon (March 5, 1997), developed by TeamTNT and published by GT Interactive, added 22 new levels, weapons like the proximity mine launcher, and a steampunk-inspired storyline extending the original's themes, bridging single-player campaigns with potential. Quake's cultural impact reverberates through modern gaming, particularly in esports and community-driven content creation. Its robust modding tools—released via source code in 1999—spawned a vibrant scene, with the Team Fortress mod (1996), created by Robin Walker and John Cook, evolving into Valve's Team Fortress Classic (1999) and Team Fortress 2 (2007), which popularized class-based multiplayer and amassed millions of players. The series helped pioneer competitive tournaments, influencing events like (launched 1996) and laying groundwork for esports leagues with prize pools exceeding $1 million by the early 2000s. In 2021, released a remastered version of the original Quake for modern platforms, featuring enhanced visuals via ray-tracing support, 4K resolution, and cross-play multiplayer, alongside restored expansions and new content like the "Dimension of the Machine" episode. As of 2025, Quake Champions receives ongoing seasonal updates from , including new skins, maps, and balance tweaks to sustain its community.

Fictional Characters and Media

In , Quake is the codename of , an character with the ability to generate powerful vibrations capable of causing earthquake-like effects. She was first introduced as a protégé of in Secret War #3 (2004), but adopted the Quake moniker upon joining the Secret Warriors team in Secret Warriors #1 (May 2009), where she served as a leader in covert operations against supernatural threats. Johnson's powers stem from her heritage, allowing her to manipulate seismic waves through specialized gauntlets that amplify her vibrational control, often symbolizing themes of uncontrolled destruction and personal turmoil in superhero narratives. The name "Quake" recurs in other comic universes, evoking earth-manipulating tropes where characters harness seismic forces to embody chaos and upheaval. In DC Comics, the alias Quakemaster is used by Coleman, a vengeful who employs a super-charged to induce artificial earthquakes as a criminal weapon, highlighting the motif of technological misuse for simulation. Similarly, minor titles feature Quake-like figures with geokinetic abilities, such as earth-shattering antagonists in underground , reinforcing the archetype of tremor-wielding villains as metaphors for societal instability. In the Transformers franchise, Quake is a Decepticon Targetmaster from Generation 1, debuting in as a ground assault vehicle that transforms into a Leopard 2A4 tank armed with a cannon. Partnered with the Nebulan components Tiptop and Heater, who convert into weaponry, Quake appears in the Marvel UK Transformers comic series as a , his destructive rampages underscoring themes of mechanical and alliance-based power enhancement. Quake's presence extends to television, most prominently in the Marvel Cinematic Universe series Agents of S.H.I.E.L.D. (2013–2020), where , portrayed by , emerges as an Inhuman agent whose powers include generating seismic waves for combat and environmental disruption. Bennet's depiction evolves Johnson from a hacker alias "Skye" to the full Quake persona, leading S.H.I.E.L.D. missions while grappling with the destructive potential of her abilities, which can level structures and propel her in flight-like maneuvers. Beyond scripted media, the term "Quake" appears thematically in horror literature and games, often denoting cataclysmic entities or events tied to disasters. In Chaosium's Call of Cthulhu RPG modules, quake motifs represent cosmic upheavals akin to Lovecraftian awakenings, with scenarios featuring tremor-inducing cults or artifacts that symbolize inevitable ruin. This usage parallels disaster fiction novels, where "quake" characters or plot devices embody primal manipulation, evolving from pulp-era tropes of geological vengeance to modern explorations of environmental in archetypes.

Technology and Events

Game Engine and Software

The , known as and released in 1996 by , pioneered real-time rendering in first-person shooters through its use of (BSP) trees to efficiently determine visibility and partition level geometry into convex regions. This approach optimized rendering by traversing the BSP tree from the player's viewpoint, tagging only visible surfaces for display while supporting multiple hulls per level for . The engine also incorporated GLQuake, an official port providing hardware-accelerated rendering via , which enhanced performance on compatible graphics hardware and laid the groundwork for future acceleration in games. The source code for the () was released under the GNU General Public License on December 22, 1999, enabling extensive modding and source ports.) This engine powered both the original Quake and in 1997, with the latter featuring enhancements for more detailed environments. Subsequent iterations advanced these foundations: , released with in 1999, further evolved the architecture with curved surfaces rendered using Bézier patches, enabling more organic level geometry beyond flat polygons, along with the MD3 model format supporting hierarchical vertex animation for characters and weapons and a built on OpenGL's fixed-function for advanced effects like multitexturing and environment mapping. In 2005, open-sourced under the GNU General Public License (GPL), allowing community modifications and extensions. The engine family saw widespread licensing for third-party titles, including Ritual Entertainment's in 1998, which modified id Tech 2 for cyberpunk environments and dynamic AI behaviors. Ion Storm's in 2000 similarly adapted id Tech 2, incorporating time-travel mechanics and companion AI within its levels. Modern ports, such as Nightdive Studios' Quake Enhanced edition released in 2021, leverage updated engines like Kex to support widescreen resolutions up to , improved lighting, and while preserving original assets. Key technical features included particle systems for effects like explosions, blood splatter, and environmental simulations, integrated into the renderer for dynamic visuals across iterations. 3's MD3 format enabled smooth animations through tagged bone hierarchies, approximating skeletal deformation for models. Community efforts, such as the ioquake3 project—a GPL-licensed fork of —have delivered extensive bug fixes, support, and platform enhancements, sustaining the engine's viability for mods and new content. The Quake engines' emphasis on modular rendering, networked multiplayer, and open-source accessibility profoundly shaped development, influencing competitors like Epic's through shared advancements in pipelines and level design tools. By 2025, the legacy persists in active communities, with adaptations like QuakeVR enabling room-scale immersion and 6DoF controls using source ports derived from the original codebase.

Conventions and Gatherings

QuakeCon, the premier annual convention celebrating the Quake franchise, was founded in 1996 by developers and fans from the IRC #quake as a casual gathering for multiplayer gaming. The inaugural event drew about 30 attendees to a hotel in , near id's headquarters, where participants engaged in parties and competitive play. By 1997, attendance had surged to approximately 650, marking the reveal of and solidifying the event's role in showcasing id's innovations. Following ZeniMax Media's acquisition of in 2009, QuakeCon expanded under ' oversight, maintaining its community-driven ethos while incorporating larger-scale productions and sponsorships. The convention features a range of activities centered on Quake's competitive legacy, including Bring-Your-Own-Computer (BYOC) parties, esports tournaments such as the Duel Open and world finals, developer Q&A panels, and mod showcases that highlight community creations. Charitable initiatives have become integral, with partnerships like Extra Life enabling on-site fundraisers for Children's Miracle Network Hospitals, alongside support for organizations such as 1UpOnCancer and the . Attendance peaked pre-COVID at over 12,000 in 2018, establishing QuakeCon as North America's largest and a hub for fostering inclusivity across generations of gamers. Beyond QuakeCon, the Quake community sustains gatherings through grassroots events like QuakeWorld tournaments, exemplified by the annual QHLAN (Quake-o-Holics ), which hosts , 2v2, 4v4, and free-for-all competitions for the classic QuakeWorld scene. Online communities organize events via , including pickup matches, leagues like Quake For Life's tournaments, and Discord-hosted scrims that connect global players. These decentralized meetups preserve Quake's roots, emphasizing skill-based play without the scale of official conventions. While the term "Quake" occasionally appears in non-gaming contexts, such as simulations of at science fairs organized by groups like the , these uses remain peripheral to the franchise's communal legacy. As of 2025, QuakeCon returned fully in-person from August 7 to 10 at the Gaylord Texan Resort & Convention Center in , drawing thousands for BYOC sessions, speedruns, and panels, reinforcing its enduring impact on culture as a "mecca" for competitive FPS enthusiasts.

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