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It controls both physical behaviour of the entities (i.e. governs their movement and collisions) and also how player's weapons interact with the them (raycast damage tracing (from shotguns, thundergun), projectile collision (from nailgun nails, grenades and rockets), splash damage (from rockets and grenades) and environmental damage (from moving brushwork like doors, lifts and trains, and from environmental hazards like water, acid/slime and lava (for monsters only in some engines and mods)).  
 
It controls both physical behaviour of the entities (i.e. governs their movement and collisions) and also how player's weapons interact with the them (raycast damage tracing (from shotguns, thundergun), projectile collision (from nailgun nails, grenades and rockets), splash damage (from rockets and grenades) and environmental damage (from moving brushwork like doors, lifts and trains, and from environmental hazards like water, acid/slime and lava (for monsters only in some engines and mods)).  
  
One of differentiating gameplay qualities of Quake is quite strong physicality of both the levels and the entity movement, giving levels and situations robust and realistic feeling.
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One of differentiating gameplay qualities of Quake is quite strong physicality of both the levels and the entity movement, giving levels and situation robust and realistic feeling.
  
 
The physics engine is relatively simple yet robust enough to allow players to treat levels like physics puzzles (especially when combined with advanced movement techniques like bunnyhopping, rocket jumping, grenade jumping and air control).
 
The physics engine is relatively simple yet robust enough to allow players to treat levels like physics puzzles (especially when combined with advanced movement techniques like bunnyhopping, rocket jumping, grenade jumping and air control).

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