Ah, wait! I downloaded the game, and it's not running on a regular Spectrum, it's running on either a 7MHz or a 28MHz machine, now things make more sense
To clarify: I am still impressed, but at least now it "only" feels like really good programming, when I thought that was on a 3.5MHz machine it looked like dark magic
This is on the zx next (28Mhz)
https://youtu.be/nVFUl0gfH0w
This is on a standard zx-spectrum (3,5Mhz)
https://youtu.be/rOQbdaqIYH8
Oh, wow, really, that's at 3.5MHz, then I go back to my impression of "dark magic"
I double checked and the second video should be the 7Mhz version running at 3.5Mhz.
Confirmed; I don't know why it's distributed as "the 7Mhz version", though I could take an educated guess*, but running that version in a regular Spectrum emulator produced output much like that in the video.
* compared to the '14Mhz' version in the same archive, draw distance is reduced and the number of [sort-of] textured surfaces is reduced. So I think the Mhz ratings are level-of-detail recommendations. Both seem to be frame-rate independent in terms of movement.
Would it be very complex to adapt that zx quake engine to msx/msx2+@5.63mhz and turboR?
hard to say without looking at the code. It depends on how does it access video memory. If it uses a double buffer, it should be fairly straight forward, if it does any fancy tricks directly on video memory, then A LOT of work.