So Turbo Pascal (with a whole bunch of x86 asm inclusions) was totally capable of producing Quake-level games. I myself, in the late 90s, discovered the hidden capacities when I learned x86 assembly from Peter Abel's book. Once I got rid of the primitive TP BGI library and switched to VGA 13h, it was an unbelievable level up in abilities to manipulate pixels on the screen!
I might be misremembering but I thought it was more of a Doom-style engine with 3d models instead of sprites for the entities, rather than a full 3d engine like Quake.