Kristian Duske created TrenchBroom after wanting to make Quake maps on a Mac in 2010 and finding existing editors unsatisfactory. The first macOS version appeared in 2012; a C++ rewrite soon brought the tool to Windows and, later, Linux. After a major rewrite in 2018 and a switch from wxWidgets to Qt in 2020, TrenchBroom became a widely used editor for Quake mapping and modern retro shooters, as well as projects using Godot extensions. Duske’s surprising confession is that he has never made a map with it - or returned to mapping at all. He built the software to solve a personal problem and develop his programming skills, then continued maintaining it as its user base grew.
Duske credits the editor’s 3D-focused workflow, support for large maps, linked groups, and use of an editable text map format with helping mappers work quickly and shape ambitious designs. Linked groups were difficult to stabilize but transformed workflows; a more sophisticated CSG subtraction algorithm proved too complex, so he settled for a simpler version. He also regrets over-engineered code and excessive object orientation, and values Qt partly because it makes maintenance easier. His design priorities are a straightforward, uncluttered experience, though serving communities beyond Quake can create conflicting needs. AI tools have recently helped him reorganize code and improve the build system, freeing time for feature work. TrenchBroom still has incomplete support for some engines, including Quake 3.
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