Granted, it's not really fair to compare anyone to the id software team of the time. But the requirements of the Quake series, basically a BSP renderer that is easy to modify and extend, probably forces it to be extensible and clean.
Granted, it's not really fair to compare anyone to the id software team of the time. But the requirements of the Quake series, basically a BSP renderer that is easy to modify and extend, probably forces it to be extensible and clean.
Elegant code should be simple, readable, and apply some leverage to make a difficult problem more clear.
Going back even further some of the early 8bit games were engineering marvels where the only hacks were to squeeze out every last bit of memory.
The engines made for the games were indeed intended to be one offs.
Reuse of design and formats does not imply reuse of code.
This is very different from new "universal" engines like Unity, Unreal Engine, Ogre, Frostbite, Dawn Engine or Unigine. Those were designed to be separate from games.