Quake 1 ported to the Apple Watch
I ported Quake 1 to the Apple Watch, building on top of existing ports for iOS and Mac. Some features: * uses Quake SW renderer + blitting to WatchKit surface (~60 fps, 640x480, larger res can run on lower framerate, tested up until 1024x768) * touch + gyro + digital crown controls * new AVFoundation audio backend (quake to Watchkit audio buffer copy logic), as Watchkit does not support CoreAudio * high pass audio filter to remove clicking on Watch speaker for some of the low frequency quake .wav samples * some smaller modifications and code updates to glue Quake 1 c code to Objective C and…
In plain words
Quake 1 ported to the Apple Watch is a version of the classic first-person shooter that runs on Apple Watch devices. Built on existing iOS and Mac ports, it features a software renderer running at 60 fps with touch, gyroscope, and digital crown controls. The port includes a custom audio backend using AVFoundation and a high-pass filter to optimize sound quality on the Watch speaker. It demonstrates technical implementation of a complex game engine on a wearable platform with resolution support up to 1024x768.
written from the facts on this page · September 2026
From the sources
In the maker’s words, at launch
I ported Quake 1 to the Apple Watch, building on top of existing ports for iOS and Mac. Some features: * uses Quake SW renderer + blitting to WatchKit surface (~60 fps, 640x480, larger res can run on lower framerate, tested up until 1024x768) * touch + gyro + digital crown controls * new AVFoundation audio backend (quake to Watchkit audio buffer copy logic), as Watchkit does not support CoreAudio * high pass audio filter to remove clicking on Watch speaker for some of the low frequency quake .wav samples * some smaller modifications and code updates to glue Quake 1 c code to Objective C and Watchkit https://www.youtube.com/watch?v=cPC2o262TfQ
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