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Carmack: Lord of the Games

seer writes: "This article on Red Herring is a nice look at the interworkings of id software, most specifically their famous employee John Carmack. It delves deeply into the fact that id has stayed a very small company and dabbles with other topics such as Carmack's tendency to stay away from Microsoft 'standards' and the whole DooM ]I[ debacle. An interesting read."

254 of 420 comments (clear)

  1. Yeah ... ok Bill .... by reaper20 · · Score: 2, Funny

    Mr. Gates sent a video with congratulations that teased, "I just want you to know that I can write slicker and tighter code than John."

    This is the funniest thing Bill Gates has EVER said.

    1. Re:Yeah ... ok Bill .... by Skirwan · · Score: 5, Funny
      "I just want you to know that I can write slicker and tighter code than John."

      This is the funniest thing Bill Gates has EVER said.
      Your listening license agreement specifically forbids quoting, citing, referring to, or referencing Mr. Gates in any context that has not been Microsoft approved and certified. As Slashdot falls under neither category, quoting Mr. Gates on this site is a license violation that may result in responses such as but not limited to prosecution, abortion of listening rights, or death by electrocution. Please cease all unauthorized quotational operations immediately, or we will be forced to take remonstrative actions.

      Thank you, have a nice day.

      --
      Damn the Emperor!
    2. Re:Yeah ... ok Bill .... by great+throwdini · · Score: 1

      This is the funniest thing Bill Gates has EVER said.

      I nominate this, instead:

      "I don't see any big uptick in this year. Japan certainly won't be, and the U.S. won't be."

      Lifted from Gates sees no economic recovery in 2002.

    3. Re:Yeah ... ok Bill .... by imr · · Score: 1

      "We don't tend to be experts in forecasting."
      this is the one that had me laughing.

    4. Re:Yeah ... ok Bill .... by jallen02 · · Score: 4, Insightful

      Its obviously a tease, sheesh. Gates probably does not code much, John does every day. If you ask me (not that you did) it shows that Mr. Gates has a pretty good sense of humor. Yeah he may have billions in the bank but its an obvious jest. Heh, I would feel pretty good if the leader of the commercialized software world complimented me so.

      Jeremy

    5. Re:Yeah ... ok Bill .... by Drathos · · Score: 1

      I think I have to go with:

      "Nobody will ever need more than 640 kB RAM."
      Bill Gates (1983)

      --
      End of line..
    6. Re:Yeah ... ok Bill .... by ultraright · · Score: 3, Informative
      Actually. http://www.theregister.co.uk/content/archive/18949 .html
      Reuben Harris has been disassembling a binary with some help from Monte Davidoff, the third author of Altair BASIC (along with Gates and Paul Allen) and who we interviewed here last week. He has the same question in mind:- "'Could Bill Gates Write Code?' Or was he merely the luckiest man alive," before concluding... "Yes He Bloody Could!" Although Reuben's analysis is not quite complete, he tells us that Gates, Allen and Davidoff threw every trick at the book to squeeze the interpreter into 4 kilobytes. They succeeded and left some headroom for the programs themselves - without which it would have been pretty useless, of course.
      ;P
    7. Re:Yeah ... ok Bill .... by LowellPorter · · Score: 1

      I thought the funniest thing BG ever said was when he said 640K of Ram was all anyone would ever need.

    8. Re:Yeah ... ok Bill .... by jcochran · · Score: 1

      And look closely at the floating point math code. Microsoft basic had a bug in their floating point software that persisted until hardware floating point coprocessors became the norm. To demonstrate, type the following program into any microsoft based system running on an 8080, Z80, 8088, 8086 etc based processor without a math coprocessor.

      A = 1E38
      print A
      B = 1E19
      print B
      C = 1E38
      print C

      You will find that the calculation of C causes a floating point overflow.

    9. Re:Yeah ... ok Bill .... by fredrik70 · · Score: 1

      BillG used to write code, and good code as well. Made a BASIC interpreter in under 4K. Was it any good? see for yourself

      --
      if (!signature) { throw std::runtime_error("No sig!"); }
    10. Re:Yeah ... ok Bill .... by jallen02 · · Score: 1

      *snicker* no. The fact that he is essentialy a executive non-programmer running a software company is what makes it funny. That is like our president sending an email to our dev list saying "Awesome guys, but I want you to know I can writer slicker tighter code."

      I could give a care in the world if hes rich or a pauper.

      Think about it for just a minute. He is probably the most influential commercialized software person out there, people listen to what he says and do what he says to do.. that makes him a leader to me.

      I never factored his money into it, just his position in the world.

      (and no I am not a Microsoft employee, I work for a small start up)

      Jeremy

    11. Re:Yeah ... ok Bill .... by Decimal · · Score: 1

      Although clearly a joke, I think Carmack should take Gates up on his offer. Challenge him to a coding contest of sorts. It doesn't have to be a formal request, just sort of a "bring it on" reply with a few mild parameters to the contest that would leave the brunt of the humor solely on Gates' shoulders.

      I wonder if Bill has the ego to follow through.

      --

      Remember "Bring 'em on"? *sigh
    12. Re:Yeah ... ok Bill .... by overunderunderdone · · Score: 1

      I thought the funniest thing BG ever said was when he said 640K of Ram was all anyone would ever need.

      Well if everyone wrote code as tight as him maybe it would be ;)

  2. Directions for Id by W.B.+Yeats · · Score: 1
    As per the article:

    Mr. Carmack is unique in another way. His success demonstrates an alternative path for entrepreneurs. Id Software, in Mesquite, Texas, started small and self-funded, and is staying small even as it rakes in tens of millions of dollars from its games and game-technology licensing fees. "All we could get out of growth is more money," says Mr. Carmack, a multimillionaire. "More money is not a major motivator for me."


    Money not a major motivator? I wonder how honest that statement is. More importantly, where can Id be going with Carmack's other "attitudes?"

    --

    And what rough beast, its hour come round at last,
    Slouches towards Bethlehem to be born?

    1. Re:Directions for Id by MajroMax · · Score: 4, Interesting
      Money not a major motivator? I wonder how honest that statement is. More importantly, where can Id be going with Carmack's other "attitudes?"

      You may be missing the bit that says "Mr. Carmack, a multimillionaire."

      Once you're able to buy just about anything you want, the ability to buy more stuff isn't that attractive. Beyond that, "more money" would come with an inevitable loss of control -- to take ID Software to a large company would mean hiring legions of programmers and managers.

      At that point, it becomes what most large buisnesses become -- merely brand names. When that happens, it's no longer Carmack's baby, and it probably wouldn't be something he enjoys.

      Ergo, ID Software stays small.

      --
      "Evil company X is threatening to restrict our rights! Let's all get together to stop--OOOH! SHINEY!!!" -- AC
    2. Re:Directions for Id by nomadic · · Score: 3, Redundant

      If money isn't the motivator, why does Id make the same, market-proven games again and again? I mean, I can respect the technical achievements of Quake III, but beyond the graphics it's not much different than Quake II, Quake, Doom II, or Doom. It would be nice to see Id actually take a chance on a game, rather than churn out the same thing year after year.

    3. Re:Directions for Id by VoiceOfRaisin · · Score: 1

      money IS a motivator, with quake 3 carmack found a new way of doing the character models that would saved a LOT of memory (we heard all about it in a .plan update). the idea was pulled when they figured it may have made them miss an xmas release. which all of their games seem to magically hit.

    4. Re:Directions for Id by Warped-Reality · · Score: 1

      um, Maybe they just like First-Person shooters? I also think that making quake III without the traditional single-player campaign was a gamble.

      --
      This is not the greatest sig in the world, no. This is just a tribute.
    5. Re:Directions for Id by Flagran · · Score: 4, Insightful
      You seem to have misunderstood Mr. Carmack. He doesn't deny that money is a motivation for him, but that "more money" is a "major motivator". His claim is more like this: "I have sufficient money that I'm not motivated to do something purely for the purpose of getting more money."

      He obviously wants other things more than he wants to get richer than he already is. I'm not a mind reader, but I'm guessing those things include personal satisfaction, public recognition, love, health, and probably the ability to maintain his current standard of living. This is just an example of how money can only take you so far on the road towards happiness.

      --
      Make love, not sigs
    6. Re:Directions for Id by peripatetic_bum · · Score: 1, Interesting

      Its actually true. Money is not a motivator and a recent, heard it on NPR, showed that acutually having more money can in the long run ruin your happiness.

      The argument goes something like this

      1. In the study, most people agreed that if they only had 20% more money they would be happy (ie, money would buy happiness)

      2. But as the study looked at people over a long time, they found that people in the lower and middle classes actaully felt happier than upper higher incomes.

      How does this work?
      1. if you are lower or middle class, then 20% more money can be more easily achieved, so more people then to achieve that goal in the long run, versus

      2. With the upper income, 20% is much harder to achieve, so the long run they dont achieve their happiness as often,

      3. Hence Carmach may have felt he has reached a level that he doesnt need more money, ie it doesnt make him more happy

      anyway thanks for reading

      --

      Sigs are dangerous coy things

    7. Re:Directions for Id by javilon · · Score: 3, Insightful

      " I mean, I can respect the technical achievements of Quake III"

      You just answered your own question: Carmack is a programmer, so probably he just enjoys the "technical achievements". No small thing to me.

      It's sort of what OS people does, but making a bit more money.

      --


      When his defense asked, "Which computer has Jon Johansen trespassed upon?" the answer was: "His own."
    8. Re:Directions for Id by Iffy+Bonzoolie · · Score: 3, Insightful

      Well, I think the article alluded to Carmack being more focused on building a great game ENGINE, rather than a great GAME. In theory, if someone licenses the next-gen Id game engine, then all their development time is spent building a good game, and not something that puts shapes on the screen (which, to do well, is itself a major project).

      It's about specialization, people doing what they are really good at, instead of trying to do everything and selling mediocrity.

      -If

      --
      Run a pencil-and-paper RPG campaign with your far-off friends: Gametable!
    9. Re:Directions for Id by Ether · · Score: 1

      They do what they're good at, cutting edge technology run + gun FPSes. People buy them, and enjoy playing and modding them and playing the user-developed modifications, which brings the additional revenue of people buying copies of the software to play the mods. In addition, they indirectly generate people who are experienced with their development architecture, who the licensees or iD can hire.

      Better that they license the tech that they develop to people that have innovative ideas and provide the tools for hobbyists to develop for the platform than try to develop more complex games that would require many more artists and developers that would require iD to migrate from their traditional small company model.

      --
      --I hate people when they're not polite -"Psycho Killer", Talking Heads
    10. Re:Directions for Id by spir0 · · Score: 1

      that could have been activisions involvement? it's a good time to sell because that's when a lot of kids are encouraging parents to buy them games, and when people have a lot more disposable income.

      and a lot of gamers would have complained if they had to wait...

      as for the making the same game over and over again argument... well, I probably would too in his position.. keep on pushing your code to the limit. he'll probably be happy when it looks like full motion video..

      maybe then id will decide to branch out and do something else. but maybe not, because as microsoft always tell us, their software - which is fundamentally the same - always has some improvements.

      over the years I foresee id releasing FPS's which will have increasing poly counts until they look real. then the AI of monsters will keep getting better, then VR will come into it sometime, maybe eventually leading to a nano version which you can plug into a chip in your head for an experience which not only feels real, but implants itself as a memory..

      there's just no limits when it comes to imagination and pushing the envelope of what technology can do for us.

      --
      The reason girls and Windows users don't understand UNIX is because all the documentation is in Man files.
    11. Re:Directions for Id by BlackGriffen · · Score: 2, Interesting

      Think of the name of the company: *id* software. It's supposed to be simple software that appeals to the gamers id (i.e. cruelty, lust, greed, et al.). The id does not need, nor does it understand deep plots, or innovative gameplay. It understands revenge, the joy of domination, you know, the primitive stuff.

      At least they're not making the kind of tame that their title also implies: porn.

      BlackGriffen

    12. Re:Directions for Id by kaisyain · · Score: 1

      It's hard to call it a gamble when you're just going down the same path that others, like Tribes, have blazed before you and shown to be successful.

    13. Re:Directions for Id by Tom7 · · Score: 1

      Well, Quake 3 is quite different from their previous games because it is "deathmatch only". There's no single-player adventure.

      Of course, Quake 3 didn't do so well, and Doom 3 is back to the old thing again. So maybe you are right after all...

    14. Re:Directions for Id by ocbwilg · · Score: 3, Insightful

      Money not a major motivator? I wonder how honest that statement is.

      You left out a word there. It's not that money isn't a major motivator. He said that "more money" wasn't a major motivator. There is a difference.

      Carmack is already a multi-millionaire. More money would only make him more of a multi-millionaire. Which is better, being a multi-millionaire or a bigger multi-millionaire? How are any of your basic needs being fulfilled any better if you have $40 million in the bank versus $20 million?

      It sounds to me like Carmack has already realized that Id gives him all the freedom and financial security he could want. The thing that he seems really interested in is writing "better code" and a "cooler 3D graphics engine." How does having more money help him there?

    15. Re:Directions for Id by ocbwilg · · Score: 2

      If money isn't the motivator, why does Id make the same, market-proven games again and again?

      You've misquoted the article. He said that "more money" isn't a motivator. But Id is a business, and in order for them to stay in business they must remain profitable. If Id becomes unprofitable then it goes out of business, which means that Carmack can't spend all of his time writing the really cool code that he does now (which appears to be his motivation).

    16. Re:Directions for Id by Bedouin+X · · Score: 1

      Yeah well Tribes didn't have any kind of legacy behind it. Not that Quake has ever been reknowned for great single player modes, but it is obvious that huge efforts were made along those lines in Q2. To totally abandon that aspect of the game for Quake 3 was definitely a chance.

      And now we all wonder why they didn't do it sooner.

      --
      Dissolve... Resolve... Evolve...
    17. Re:Directions for Id by Afrosheen · · Score: 2

      O contraire, monfrair. QuakeIII did extremely well, and continues to do so, through mods and extensions. Granted, Team Arena didn't get my dollars but excellent mods like Urban Terror breathe new life into the whole CTF/DM experience. CounterStrike seems primitive by comparison.

    18. Re:Directions for Id by joshsisk · · Score: 1

      It didn't do so well? I mean, it didn't do as well as Doom, but what game does? I think it ended up selling over 300,000 copies, and at $50 a pop, that sounds pretty good to me...

    19. Re:Directions for Id by Kintanon · · Score: 2

      Because story innovation isn't the motivator for Carmack either. He likes to code. He likes to code FPS games. So that's what he does. The money is a byproduct which allows him to continue coding whatever he wants.

      Kintanon

      --
      Check out JoshJitsu.info for Brazilian Ji
    20. Re:Directions for Id by EvilJohn · · Score: 3, Interesting

      Money not a major motivator? I wonder how honest that statement is. More importantly, where can Id be going with Carmack's other "attitudes?"

      No, money isn't a major motivator for Mr. Carmack, and as for his attitudes, I've found him to be one of the most even tempered people I've ever met.

      --

      Less Talk, More Beer.
    21. Re:Directions for Id by heideggier · · Score: 1

      From what I understand Mr Carmack has so much money that he only needs to worry about the amount of tax he needs to pay :-)

      --
      Pianist : Some jerk whos taught themselves how to type in rhythm
    22. Re:Directions for Id by Liquid(TJ) · · Score: 1

      The way I remember it, he needed to add skelital animation to get the memory footprint down, but he loathed it because, among other things, the modeling gang would almost have to start from scratch on the models. Then he figgured out a way to save a couple megs a model and could afford to not do S.A. until doom time.

    23. Re:Directions for Id by ergo98 · · Score: 1

      It's a Buddhist philosophy that need breeds suffering (because it's circular and can never be satiated) : A poor person is unhappy because they aren't middle class, and a middle class person is unhappy because aren't "upper class", etc.

      Having said that I laugh whenever I hear studies about wealthy people being unhappier than middle class/poor people, or about wealthy people claiming that it's such a burden, etc: While I don't think wealth buys happiness, I do think that wealth buys the ability to pursue happiness. When you can travel the world, or go on that 6 month hiking expedition, or donate to charitable causes making a difference, you have a bit more leeway than John the auto assembler who is barely eaking by a living for his family and is praying that his employer doesn't temporarily boost the stock price to allow the CEO and friends to cash out with a multi-million dollar yearly incoming by shutting down some plants.

    24. Re:Directions for Id by Decimal · · Score: 2

      > "I mean, I can respect the technical achievements of Quake III"

      You just answered your own question: Carmack is a programmer, so probably he just enjoys the "technical achievements". No small thing to me.


      Right. With a passion for coding but not for a certain genre, an RPG from ID would probably turn out rather stale. Anybody remember "Descent to Undermountain"?

      --

      Remember "Bring 'em on"? *sigh
    25. Re:Directions for Id by peripatetic_bum · · Score: 1

      Ture. I have always thought it funny when people say money cant buy happiness, because I no of no problem that can not be made better with money.

      THanks

      --

      Sigs are dangerous coy things

    26. Re:Directions for Id by ocbwilg · · Score: 2

      Consider the amount of money he's probably made from various games, Carmack can spend all of his time doing whatever the hell he wants, at this point.

      Maybe. But a portion of the work is done by Carmack and team. And he would still need the artists to show off his new game engine designs if he ever had any hopes of all of his work being put to use.

      While it's true that he could fund a team out of pocket, why do that when you can have a $20 million dollar business that funds it for you? If his programmers and artists are making $400,000+ to do the work, it's a fair bet that they wouldn't be happy doing it for what Carmack could afford to pay out of his own pocket.

      That's probably what's the coolest thing about Id...they're paying above top-dollar for the top programmers and artists. They're constantly helping to define the future of the industry with their next generation game engines, and the workers there get to take part in it.

    27. Re:Directions for Id by matp · · Score: 2, Insightful

      Yeah, totally. I've worked for companies who were started by a techie and yet whose whole raison d'aitre was to IPO and make loads of money. woo-hoo. As soon as the suits get involved, you lose control, and if you're a techie, you soon lose interest at having to compromise to dumb-asses who really don't have a clue. Now if you can do both (i.e make money and stay technically pure) then that's got to be the ultimate goal in my book. (God that last sentence sounds so lame, but you get my point). Carmack's one of the few who's managed to do both. Full respect to him, despite the unwanted attention that it brings to him.

  3. Re:Oh dear, not again... by Yo+Grark · · Score: 1

    From an employee who watched 3 years of development die in 6 months because their entire company programming changed to java.....I second the uh-oh notion.

    --
    Canadian Bred with American Buttering
  4. Re:lord by bigjocker · · Score: 3, Funny

    he is a god amoung men and is the main contributing reason as to why i no longer have a social life.. long live john carmack

    so ... are you still dating him ?? :)

    Please, somebody, mod this as funny for the first time on my life !!!!

    --
    Life isn't like a box of chocolates. It's more like a jar of jalapenos. What you do today, might burn your ass tomorrow.
  5. Not another Java by Hentai · · Score: 5, Interesting

    There was a point in id software's evolution where John Carmack almost adopted Java as the "scripting language" for Quake 3. This got abandoned REAL quick when it wasn't fast enough.

    Java is all about interoperability, then ease of design, then speed.

    Id software's game engines are all about speed, then interoperability, then ease of use. All the same, they STILL tend to be pretty easy to use, since they aren't motivated by business decisions as much as they are by making a really, really cool game engine [while this has positive business ramifications, obviously, that's not why they do it].

    Quake 3 is a SUPERB game engine on all platforms. I can write my own game as a Quake 3 mod, and without any recompiling, have it instantly work, at high framerate and with no bugs or glitches, on three different platforms. Show me how Java can do that.

    Id software's game engines ALREADY surpass Java. It's not going to get worse from here; it's going to get better.

    --
    -Hentai [in vita non pacem est]
    1. Re:Not another Java by BCoates · · Score: 2, Interesting

      There was a point in id software's evolution where John Carmack almost adopted Java as the "scripting language" for Quake 3. This got abandoned REAL quick when it wasn't fast enough.

      I'm not sure speed is java's real problem for something like that--I would be really surprised if java managed to be slower than the homemade language used in Quake I (QuakeC)...

      Probably has more to do with java's bondage-and-discipline aspects (absolutely zero control over memory management, for example) or the great difficulty making java code interoperate with C.

      --
      Benjamin Coates

    2. Re:Not another Java by spiro_killglance · · Score: 2


      I don't know about Quake3 scripting. But Unreal
      Script in (what else) Unreal and Unreal tournament, looks like a very nice language, very
      java-ish, but compiled (once per level entry i think), and with the addition of "states" to the Object Oriented language. Because depend on what state the object is in, method with the same name, but in different state blocks are called. Really nifty.

    3. Re:Not another Java by Hadlock · · Score: 1

      just to throw out a question here, not trying to knock you or anything, but i just bought a mac, and have yet to buy Q3 or the likes, but the macsoft version of Q2 is out, and while that's nifty and all, you can't play counterstrike on a mac. that might have to do with the heavily modified HL engine...

      second question - so according to your post, i should be able to install any mod for PC Q3 on to my mac and play it?

      --
      moox. for a new generation.
    4. Re:Not another Java by captaineo · · Score: 3, Informative
      so according to your post, i should be able to install any mod for PC Q3 on to my mac and play it?

      Yep. Compile once, run anywhere =).


      (well, it won't work if the mod is distributed as a .DLL - but very few are, since JC made it very clear that this is a bad idea)

  6. GeForce3??? by BigBir3d · · Score: 1, Redundant

    " The new Doom likely will require a no less powerful chip than the soon-to-be-released Nvidia GeForce3."

    I am thoroughly confused...

    1. Re:GeForce3??? by ArsonPerBuilding · · Score: 1

      .18 micron processes within a year!

      --
      1 tequila 2 tequila 3 tequila floor
    2. Re:GeForce3??? by Fred2 · · Score: 1

      you and me both... the only thing i can guess they mean is that it'll need a geforce3-level card...

    3. Re:GeForce3??? by kidblast · · Score: 1

      I think its a typo because the next graphics chip nvidia is releasing soon is the GeForce 4.

    4. Re:GeForce3??? by Tuzanor · · Score: 2

      That was probably just an old quote...

    5. Re:GeForce3??? by Sj0 · · Score: 2

      It must be an old quote. It's been said many times that the new Doom will need a Geforce 3 because it will utilize per-pixel shading.

      --
      It's been a long time.
  7. Article needs a little help with math... by Omerna · · Score: 2, Insightful

    "He told a faithful crowd that the new Doom will have images comprised of 250,000 polygons, compared with only 10,000 or so in Quake III. That's not far away from the 1.5 million- polygon characters in the animated film Shrek, which set a new standard for realism for computer-animated cartoon characters."

    So basically they only need a six-fold increase in polygons to reach what Shrek had- not to mention that the environment is constantly changing as characters interact with it, whereas Shrek was always the same. Oops.

    --


    No sig for you.
    1. Re:Article needs a little help with math... by swoopx · · Score: 1

      Sure but look at the increase in polygons from Quake3. If they kept increasing at that rate they would be at 1.5million polygons in no time..

    2. Re:Article needs a little help with math... by talonyx · · Score: 2

      Look at the numbers again.

      When moving from 10,000 to 250,000 polygons, you are increasing the computational requirements 25 times.

      6 times this level? Three years maximum for hardware to catch up.

    3. Re:Article needs a little help with math... by mESSDan · · Score: 2
      Obviously your math needs a little work too. New Doom; 250k polys, Quake3; 10k polys. that's 25 times the number of polygons. If they do that with the next engine, their next game will have images comprised of 6,250,000 polys. See how it works?

      Granted, I'm not saying that will happen, but it could.

      --

      -- Dan
    4. Re:Article needs a little help with math... by Anonymous Coward · · Score: 5, Funny

      Shrek was always the same

      I think that you're confusing Shrek-the-movie with Shrek-the-poster.

    5. Re:Article needs a little help with math... by rtaylor · · Score: 2

      hah..

      Thats one of the best comments I've seen all day.

      Well done!

      Where's the moderators when you need them?

      --
      Rod Taylor
    6. Re:Article needs a little help with math... by dmiller · · Score: 1

      So basically they only need a six-fold increase in polygons to reach what Shrek had- not to mention that the environment is constantly changing as characters interact with it, whereas Shrek was always the same. Oops.

      To be fair - he never said anything about interaction, only about polygon count. A six-fold difference in polycount is _very_ close for something that is rendered realtime, less than an order of magnitude.

    7. Re:Article needs a little help with math... by Anonymous Coward · · Score: 1, Informative

      Those figures are completely inaccurate.

      See:
      http://www.shacknews.com/onearticle.x/15412/
      http://www.shacknews.com/onearticle.x/15371/

    8. Re:Article needs a little help with math... by VoiceOfRaisin · · Score: 2, Informative

      he is saying sixfold from doom (250,000) to shrek (1,500,000).

      but this is also inaccurate because they compare the full number of polygons per SCENE in quake3 and doom3, to a CHARACTER in shrek. a full scene in shrek i would imagine is a very very large number.

    9. Re:Article needs a little help with math... by haruharaharu · · Score: 2

      If they do that with the next engine, their next game will have images comprised of 6,250,000 polys

      Man, I'd hate to be the artist that has to make the content for that.

      --
      Reboot macht Frei.
    10. Re:Article needs a little help with math... by talonyx · · Score: 2

      No, I know there's a sizfold increase from 250,000 to 1.5 million...

      I mean that in three years, we'll be doing that 1.5 million no sweat, and in three more I'm sure games will look like Final Fantasy.

      It just takes time....

    11. Re:Article needs a little help with math... by kisielk · · Score: 1

      In three years games will look like Final Fantasy ? So you mean we'll have crappy 8-bit low-res NES graphics again ? And I had just finished reading that article about human evolution stopping...

    12. Re:Article needs a little help with math... by pixel_bc · · Score: 1

      new Doom will have images comprised of 250,000 polygons

      Its a bit of a lie... but with just enough truth to not really get called by people.

      What you'll see is six or more passes on a geometry that is ((number quoted) / (number of passes)) polygons in size.

    13. Re:Article needs a little help with math... by Shrek_the_poster · · Score: 1

      I get that a lot.

  8. Could they use actual technology names? by roystgnr · · Score: 4, Interesting

    To this reporter, Carmack isn't using OpenGL, an existing 3D graphics standard which Microsoft refused to adopt in favor of their (for years inferior) attempt to lock programmers in to DirectX, he's using "his own graphics technology" which is "almost like a religious thing for him".

    1. Re:Could they use actual technology names? by BitwizeGHC · · Score: 1, Flamebait

      As Cipher said, "Surprise, Enstein!" DirectX has won the 3D standard wars; it's from Microsoft, ergo it is the standard. OpenGL is a niche market; I don't think the reporter even knows what it is. If Carmack mentioned OpenGL without explanantion to a clueless tech "journalist", the assumption that Carmack magicked it out of the void is not surprising, albeit no less disappointing.

      --
      N4st0r, trixx0r h0bb1tz0rz! Th3y st0l3 0ur pr3c10uzz!
    2. Re:Could they use actual technology names? by dimator · · Score: 4, Insightful

      DirectX has won the 3D standard wars

      The "won" in your sentence makes it seem as though there was ever a question. It was less a war than it was "ramming down the throat" of the developer.

      OpenGL is a niche market

      That may be true, but in my opinion, Carmack is the reason there's even that niche market. If he didn't choose OpenGL in the Quake1 days, no 3D chip/boardmakers would have given supporting the spec a second glance, and now non-Windows users would be left in the cold, software- and hardware-wise.

      --
      python -c "x='python -c %sx=%s; print x%%(chr(34),repr(x),chr(34))%s'; print x%(chr(34),repr(x),chr(34))"
    3. Re:Could they use actual technology names? by _|()|\| · · Score: 1, Redundant
      You expect him to explain DirectX and OpenGL when he can't even count? "The new Doom likely will require a no less powerful chip than the soon-to-be-released Nvidia GeForce3."

      I shouldn't rag on him too much, though, because I otherwise enjoyed the article.

    4. Re:Could they use actual technology names? by brianvan · · Score: 2, Insightful

      This was an article written for Red Herring magazine. While we all know that the author is referring to OpenGL, I thought it was an appropriate editing choice to keep the number of technical terms down to a minimum. The focus of the story is not the technology, but the man himself.

      Also, you have to think about the readers of Red Herring. An article written for that magazine would be best targeted toward the average business professional that likes learning about different businesses, industries, and methods - to be somewhat familiar with them. OpenGL is something that would be fairly obscure for them to learn about while reading on a couch in the reception area.

      All in all, it would have been nice to see them give direct publicity to OpenGL, but I thought the article was very readable without its mention. Hence, it's a well written article partly for that fact.

    5. Re:Could they use actual technology names? by sheldon · · Score: 2

      "OpenGL, an existing 3D graphics standard which Microsoft refused to adopt"

      I wonder about that comment. Microsoft certainly didn't refuse to adopt OpenGL initially as it was included in the first versions of Windows NT and promoted as a big feature. They saw this as an important aspect of future computing, and they wanted to support it.

      Microsoft is not a company to just go off and create new software from scratch if they can obtain it elsewhere for cheap. So, something happened to encourage Microsoft to go off and work on Direct3D. A license dispute or something.

    6. Re:Could they use actual technology names? by Fnord · · Score: 2, Informative

      Actually if I remember correctly it came from a sort of fight between the Win9x and WinNT teams. You're right that OpenGL was touted as a feature of NT. As a result Microsoft originally decided not to put it in 9x, as they believed at the time that by the time opengl was needed NT would be the standard. So the 9x team started making direct3d, targeting it at games, and because no game developer expected to be run on NT it started catching on. By the time NT had d3d and 9x had opengl (which wasn't too long afterwards) ms decided to use d3d as a tactical technology and proceeded to ram it down our throats.

    7. Re:Could they use actual technology names? by gol64738 · · Score: 2, Informative

      Microsoft is not a company to just go off and create new software from scratch if they can obtain it elsewhere for cheap.

      i couldn't have said this better myself, except you should have left off the 'elsewhere for cheap' part.

      here's microsoft's own homemade company plan:

      1. obtain technology, using whatever means necessary (if it's an illegal way, request to speak with Bill in a private meeting, he might be interested).

      2. once new technology is obtained, close it up and cloud it up with a bunch of bloaty code.

      3. give millions to other companies to 'influence' them to adopt this technology for their products, further locking the technology into some sort of twisted 'standard'.

      but wait, let me ask you a few questions:

      does all this mean that the obtained technology is the the best solution to any problem?
      NO

      does this mean that if a better technology becomes available, then it has a chance to become the standard?
      heheh, NO (isn't it beautiful?)

      does this benefit the customer in any way, shape or form?
      NO

      i refuse to support corporations who practice bad business ethics.

      where would science be today if Isaac Newton or Einstein failed to share their discoveries to other scientists?

      open source mimics evolution in computing science. it's just a matter of time before Gates and his anti-customer business practices cease to exist.

    8. Re:Could they use actual technology names? by drik00 · · Score: 1
      Microsoft included OpenGL on NT in order to break into the graphics workstation market, which it did a fairly good job of, but what is more important is that they did it to further their plans for world domination.

      Simply put, they baited the gfx workstation market so that they could come up behind them and, over time, *migrate* the graphics folks to DirectX.

      --
      Beer, now there's a temporary solution -- Homer Jay S.
    9. Re:Could they use actual technology names? by TotallyUseless · · Score: 1

      even if they didnt mention it by name, they still could have said 'industry standard' technology, rather than implying he whipped up the whole thing himself. this wouldnt have taken away from their point about him not kowtowing to MS, and still would not have confused executive types.

      --

      Time for some tasty Shiner Bock!
    10. Re:Could they use actual technology names? by jht · · Score: 3, Insightful
      i refuse to support corporations who practice bad business ethics.

      where would science be today if Isaac Newton or Einstein failed to share their discoveries to other scientists?

      As much as these (and many others non cited in your post) are giants of science, they discovered fundamental principles. Most fundamental science today is still shared in much the same way.

      Would Newton and Einstein have been so generous to the world if their discoveries had been readily exploitable for commercial use and financial gain? I'm not so sure. Look at another giant - Edison. On the one hand, he did a tremendous amount of research, but on the other hand he tried to aggressively market his work and was a heavy user of the patent system.

      Imagine if Einstein's discoveries led him directly to the design of the first atomic powerplant. I suspect he would have patented the sucker as fast as he could have.

      The real issue is that fundamental discoveries (like gravity and E=MC squared) typically aren't the same as applied ones (like OpenGL, Java, and almost anything in computing since the early days). The fundamental discoveries lay the groundwork for the applied discoveries - but the applied discoveries are where the money is.
      --
      -- Josh Turiel
      "2. Do not eat iPod Shuffle."
    11. Re:Could they use actual technology names? by ch-chuck · · Score: 1

      It was less a war than it was "ramming down the throat" of the developer.

      Just like the 'browser wars' days when IE was playing catchup - all that's left of Netscape now is lawyers dwelling over fine points. The so-called 'competition' now? Just install QuickTime and RealPlayer on your XP and watch the battle! If history is any guide, Apple and Real should just quit now because Msft owns the areana of competition. There was never a 'home team advantage' as great as apps going thru a charade of so-called 'competition' on Msft turf - it might as well be the Harlem Globetrotters vs the Washington Generals, the outcome is a forgone conclusion.

      --
      try { do() || do_not(); } catch (JediException err) { yoda(err); }
    12. Re:Could they use actual technology names? by (void*) · · Score: 2

      Imagine if Einstein's discoveries led him directly to the design of the first atomic powerplant. I suspect he would have patented the sucker as fast as he could have.

      Consider Feynman, who thought the applications of Nuclear reactors obvious. Take it, stick it on a submarine and use it for propoulsion. That's a nuclear powered submarine. Take it and use it to drive a rocket - a nuclear powered rocket. And someone got him to patent it for $1! And in return, there are some who think him an expert on nuclear reocketry.


      The lesson is this: capitalism is great, but don't try to understand everyone's motivations in those terms. You will fail.

    13. Re:Could they use actual technology names? by overunderunderdone · · Score: 2

      where would science be today if Isaac Newton or Einstein failed to share their discoveries to other scientists?

      This is a common anti-patent argument and unfortunately is based on a faulty premise. Scientific discoveries such as Newtons or Einsteins cannot be patented. An invention that uses a scientific principle CAN be. So Albert could not (then or now) patent the theory of relativity or E=MC2. He COULD however have patented an invention or machine such as an atom bomb or a nuclear power plant.

      Einstien didn't patent his discoveries not because he was opposed to patents on principle but because his discoveries were not patentable. He DID have a few inventions that he DID patent (something having to do with refridgeration). And if they haven't expired you will have to pay his estate royalties if you use his invention.

      Ironically patents were developed to encourage scientific openness. Prior to the development of patent law inventions (that could be) were kept secret by the inventor to protect himself from competion by others knocking it off. For an interesting example of how this worked look at a modern relic from that time - the Zildjian cymbal company. Avedis Zildjian invented a metelurgical process that made better cymbals in the early 1600's - he kept his invention secret so he would not have to compete with others imitating his method and it has been kept secret (and provided a living for the Zildjian family) ever since. But who knows what other uses the secret metelurgical process may have had? The peculiar metal that Zildjian invented may have been useful for things other than nice sounding cymbals. The world will never know - it is still a secret. That is how almost ALL inventions were prior to the development of patents - closely guarded secrets or if they became known afforded no way for their inventor to compete with his immitators who lacked his R&D costs and could undercut his prices. The inventor also had to restrict his own uses of the invention to insure that it remained secret. Patents were a means of avoiding these problems - The inventor publically discloses his invention and in return is granted a limited time a monopoly. The inventor benefits because he can get the full benefit of his work. He need not restrict his business plans or processes to protect the secret or live in fear that he will lose his livelyhood. Everyone else benefits because the invention is now public knowledge - Anyone who wants to use it or incorporate it into their own inventions can - IF they can come to an agreement with the patent holder. In the long run it enters the public domain freely usable by everyone. You may think that it takes too long for *everyone* to benefit. Then again, it has been 384 years and the Zildjian family's metalurgical process is STILL not "open".

  9. Has Bill Gates written any code... by ColGraff · · Score: 2, Offtopic

    ...since the eighties? I seem to recall that he has not, but I could be mistaken.

    --
    I'm the stranger...posting to /.
    1. Re:Has Bill Gates written any code... by pergamon · · Score: 2, Informative

      I asked this very question when visiting MS 6 years ago... the answer from the guy showing me around (who had been working there since the early/mid 80s) was that no, he hadn't written any code in many, many years.

    2. Re:Has Bill Gates written any code... by subuni · · Score: 4, Funny

      From what I hear, the last piece of code Bill Gates wrote was gorilla.bas .. I don't know about you, but I think that's MUCH slicker code than any of John Carmack's inventions...

    3. Re:Has Bill Gates written any code... by Safety+Cap · · Score: 2
      Radio Shack TRS-80 Model 3~

      The Model 3 didn't come in a laptop. It was a battleship-grey "desktop." The Model 4 they had a luggable version (the 4p: p=it will rip your arm right off!).

      The TRS-80 laptop line started with the Model 100.

      --
      Yeah, right.
    4. Re:Has Bill Gates written any code... by Syre · · Score: 4, Informative

      The last major code Gates wrote (so I've read) was the software for the Radio Shack portable Tandy TRS-100 (which had a rather long battery life, built-in modem, and was widely used by journalists in its day).

      Gates' claim to being able to write tight code is not without support: he did, after all, write much of MicroSoft's original code, which were BASIC interpreters that ran on systems with very very little RAM.

    5. Re:Has Bill Gates written any code... by RMSIsAnIdiot · · Score: 1
      Hah, you laugh now, but did you ever think that you could use gorilla.bas to solve velocity-angle vectors in physics homework? Heh, Doom II could never do that.

      I say we put John Carmack and Sammy the Snake from nibbles.bas into a mud pit and see who comes out alive....

      --

    6. Re:Has Bill Gates written any code... by Hadlock · · Score: 1

      wow. that IS a pretty impressive feat, and a brag well worth the words typed, if you did manage that. can you provide any more details? i actually still have a copy of QBASIC sitting on a HD in a 386...

      --
      moox. for a new generation.
    7. Re:Has Bill Gates written any code... by tomknight · · Score: 1
      Look on the HD of any standard NT4 machine. That's right, qbasic is installed (along with gorrilas.bas and nibbles.bas) as part of NT4....

      Tom.

      --
      Oh arse
    8. Re:Has Bill Gates written any code... by RMSIsAnIdiot · · Score: 1

      Gotta love this. The fact that qbasic doesn't come with Windows 2000 is listed as a "confirmed problem...."

      --

  10. OMG Thats great by vulgarDPS · · Score: 4, Insightful

    This article is the most motivating article I have ever read. He not only tries to write code that will port well in order to insure his product gets to as many people as possible, but unlike other stupid software companies he refuses to overextend his company to more the 17 people.

    I've worked at alot of companies and one thing is for sure. Everything starts to go to shit when you can't walk over and talk to all the other developers.

    This would be the ideal company to work for and they make the ideal product. Then they let the community do the beta testing. I love this man. His ideas are harsh on the MS way to do things which is probably why they work so well. Instead of employing rediculous amounts of people inefficently turn a mediocre product and then either market it to hell and back to make everyone think they need it, or force all of their existing customers onto it.

    They keep a small number of really smart people in one room and turn one of the best products out, and let the product practically sell itself. This is how things would be in an ideal world, but the idea of making the best product so that people will pick it over others is wearing thin, esspecially now that Microsoft has bought most of the GL patents from SGI.

    1. Re:OMG Thats great by Wee · · Score: 2
      This would be the ideal company to work for

      But they only need 17 people. One sort of begets the other, I think...

      -B

      --

      Ash and Hickory, straight-grained and true, make excellent bludgeons, dandy for the cudgeling of vegetarians.

  11. Re:Oh dear, not again... by MajroMax · · Score: 5, Informative
    a common code that can run on Windows, Linux, and Macintosh operating systems Last time they did this we got Java. And look what it has done for our web browsing experience! Oh wait, you don't like lag?

    This is really an unfair comparison -- you're comparing oranges and apple pie.

    From a compatibility perspective, Java is all about cross-platform-binary-compatibility. To do that, it essentially needs to emulate a consistent set of machine-interfaces -- that's where the Virtual Machine comes in. Beyond that, Java is also supposed to be a "next generation" "idiot-proof" language, and to that end it sacrificed speed for safety (of code).

    Carmack's code is about source compatibility. So far as I know, the primary language for ID Software's 1st-person shooters is C/C++. That language, to the bane of novice programmers everywhere, has a tendency to make absolutely no assumptions for you, and as a result well-written code can be highly efficent [gaining an immediate speed advantage over comparably well-written Java code]. Of course, it does mandate some level of system-speficic code somewhere in there, but a good programmer (like, for example, Carkack) will encapsulate it behind an #IFDEF or two.

    The only thing that really stops people from writing cross-platform code is system-specific libraries (Like DirectX). Once your code is built around something that tends to be as fundamental as DirectX, a transplant to another library for a different platform is no easy task.

    Carmack's "common code," is therefore merely smart design. As the article says, he shies away from the system-specific libraries, so porting becomes a much easier task.

    --
    "Evil company X is threatening to restrict our rights! Let's all get together to stop--OOOH! SHINEY!!!" -- AC
  12. It gets better. by dangermouse · · Score: 5, Informative
    Thanks to my grade school teachers' firm belief in reading comprehension skills, I noticed that the article claims Shrek has characters comprised of 1.5 million polygons, while the new Doom will display images comprised of 250,000 polygons.

    Having seen Shrek, I know there is more onscreen at any given moment than a single character.

    Those apples are nowhere near the size of those oranges.

  13. Request for new /. feature: by Com2Kid · · Score: 2

    I want bells and whistels to go off on my computer whenever Mr Carmack posts a message to /. :)

    Seriously, this would be cool. Shoot, granted already his postings make front page news on many gaming news sites (yes the front page news thing is a joke, of course it is on the front page. ^_^ ) but I want to know RIGHT AWAY!

    *IDEA!!!*
    Hey, how about we all get some funds together and pay Mr. Carmack to develop the next version of Nethack? :) :) :) :) :)

  14. Mr Men by Hagmonk · · Score: 1

    I couldn't help but be distracted by the author's tendancy to introduce people, then refer to them as Mr Surname, as if we've stepped into some Charles Dickens novel:

    Mr Carmack, Mr Spock, Mr Jobs, Mr Gates, Mr Hollenshead, Mr Steed, Mr Cloud.

    They forgot Mr Ego, but then he has been missing from Id for a little while now ..

    --
    Ash OS durbatulk, ash OS gimbatul, ash OS thrakatulk, agh burzum-ishi krimpatul! Uzg-MS-ishi amal fauthut burgulli.
    1. Re:Mr Men by BitwizeGHC · · Score: 3, Funny

      "Mr. Evil..."

      "Dr. Evil. I didn't spend four years in evil medical school to be called Mr., thank you very much."

      ^_^

      --
      N4st0r, trixx0r h0bb1tz0rz! Th3y st0l3 0ur pr3c10uzz!
    2. Re:Mr Men by fremen · · Score: 1

      How the author refers to people is part of the magazine's style guide. Perhaps the most famous periodical to refer to people by their title and surname is The New York Times. You'll always see someone introduced as Firstname Lastname, and then referred to as Mr./Dr./Mrs./Father/President/Chairman/etc. Lastname. You might want to read their style guide for more information.

  15. Gameplay vs. Technology by Y-Crate · · Score: 4, Interesting
    But Mr. Carmack and his company have their critics. Their games are bloody and repetitive. Many former Id employees moved on because they tired of making the same game where players shoot anything that moves
    Which is why I'm glad that the've decided to keep all the engine work in-house, while farming out a lot of the actual game development to more qualified parties.

    By the time Quake 3 Arena came out, I think a lot of people realized that id had basically become a brilliant game engine company that should just cast off the illusions that they were experts in creating innovative gameplay. Because I think, while you can debate the merits of the technology behind id's products until the end of time, it became clear to many that the innovative gameplay was happening somewhere else. While the engine was brillaint, Quake 3 the game was the same old, same old. Deathmatch in a brown castle.

    While many people had not-so-kind things to say about the multiplayer aspects of the origional Unreal, when Unreal Tournamnet came out, Epic was pushing the bounderies of online gameplay, while id was left in the dust, cranking out the same thing yet again.

    Not to say Quake 3 was a crap game, a hell of a lot of people enjoyed it then and enjoy it to this day. I'm just saying that it was part of a downward trend at id, one that they seem to have addressed, and I commend John Carmack for that.
    1. Re:Gameplay vs. Technology by Sycraft-fu · · Score: 3, Insightful

      Ummmm, I really don't see how you can call UT something new and great in game play and Quake 3 the same old. I own both and really, find them to be the same thing. Ya, the maps are different, weapons are different, etc but the core of the game is the same. I don't ever play either of them in their default mode, as you said, it's old. It's the mods I like.

      But seriously, what does UT (in an unmodded state) offer that Quake 3 doesn't? I'm talking signficant gameplay things here that are NEW. I am well aware of the differences, I just don't think UT is new and revolutionary.

    2. Re:Gameplay vs. Technology by Osty · · Score: 2

      But seriously, what does UT (in an unmodded state) offer that Quake 3 doesn't? I'm talking signficant gameplay things here that are NEW. I am well aware of the differences, I just don't think UT is new and revolutionary.

      Domination and Assault. Okay, so the game types were not terribly new (the Domination game type was first seen in the old Team Fortress mod for Quake 1, with the excellent map canalzon; Assault was again seen first in a primitive form in Team Fortress, with the map hunted), but they were types that had not been previously available out of the box in a commercial game, and they were definitely not types available in Quake 3 (q3 had only deathmatch, team deathmatch, and CTF). As far as anybody playing the games in the default state, I wouldn't expect that. These games are pushing three years old. There have been many and more mods for them that extend the gameplay quite farther than the original default modes. It may very well be that Q3A has surpassed UT when you count the quality mods (I don't know, I haven't stayed on top of the communities for either).


      However, both id and Epic are better engine developers than game designers. Witness the sheer number of games that have been based on their technology -- for Epic, there's DS9: The Fallen, Deus Ex, Wheel of Time, Rune, the never-to-be-released Duke Nukem Forever, and probably a few more I'm missing; for id, there have been games ranging from the early Wolf3D days (IIRC, Blake Stone was based on the Wolf3D engine), to Doom/Doom2 (Hexen and Heretic), to Quake (Hexen 2, Half-Life, DNF was going to use this originally), to Quake 2 (Daikatana, Anachronox), all the way up to Quake 3 (Elite Force, FAKK2, Alice, RTCW, MOH:AA, and more). id knows this, which is why they worked with Grey Matter and Nerve to make the recent Return to Castle Wolfenstein. Epic also knows this, which is why they're working with Legend (the guys who did Wheel of Time) to make the next Unreal (unimaginatively named Unreal 2). Expect to see more of this happening in the future -- as games keep getting bigger and more expensive to produce, companies will begin specializing. I don't think it'll be uncommon to see collaborations of three or more companies on a single game (like RTCW), where each company does what they're good at (single-player gameplay, multi-player gameplay, engine, art, design, marketing, etc).

    3. Re:Gameplay vs. Technology by dreaver · · Score: 1

      The devil is in the details. A deathmatch action game isn't an original idea, but the keen implementation shows that id Software does know something about game design, at least on an instinctual level. Game design particulars such as control sensitivity, movement speed, jumping physics, weapon damage, and reload time are minute in themselves but nevertheless require a decision to be made. These hundreds of decisions add up to make or break a fun gameplay experience. A testament to my claim is that the tournament gaming scene has embraced Quake 3 ( http://www.thecpl.com/index.html?p=schedule ) as the deathmatch game of choice, while largely ignoring the competition. This is not by accident or politics but rather because Quake 3 has demonstrated to players that it has solid and balanced gameplay. id Software may not have the most original ideas, but their implementation shows they are quite competent at game design. As they say, it's much better to have a good follow through with a bad idea than vice-versa. dreaver

    4. Re:Gameplay vs. Technology by [DHC]AndyD · · Score: 1

      It wasn't so much individual bullet point 'innovations' that made UT stand out. It was more the laser sharp focus on providing a great online shooter. The interface, number of built in game modes and well-done bot support (which allowed you to familiarise yourself with maps & game types before making a fool of yourself) were unique at the time. It made Q3 Arena look unfinished. Now you can argue whether or not that is innovation or not, but it certainly changed what I expect from an online game and I think UT AS A WHOLE was a brilliant achievement in game design.

    5. Re:Gameplay vs. Technology by Liquid(TJ) · · Score: 1

      This is the first pro-UT arguement I've ever read that actually made any sense.

    6. Re:Gameplay vs. Technology by Fishstick · · Score: 2

      >the never-to-be-released Duke Nukem Forever

      I keep forgetting about this until someone mentions it again. 3D Realms has had a press-blackout for what, over a year now? Seems like it was 2-3 years ago that DNF development was switched from the Quake 2 engine to the Unreal engine. Now Q3A and UT have come and gone, Unreal 2 and a new Doom are on the horizon and still DNF is MIA.

      Either that is going to be one hell of a game or they've had to start over a couple of times? How can you ever hope to sell enough copies of a game to make back what has been spent in development this many years?

      --

      There is much cruelty in the universe, John.
      Yeah, we seem to have the tour map.

    7. Re:Gameplay vs. Technology by SuiteSisterMary · · Score: 2

      Christ, I remember when PREY was going to be THE NEXT BIG THING. As I recall, there was a huge article in PC Gamer, the same issue as the one that claimed X-Wing vs TiE Fighter would have 16 player LAN games, with voice chat.

      --
      Vintage computer games and RPG books available. Email me if you're interested.
    8. Re:Gameplay vs. Technology by WoodenBoy · · Score: 1
      ...but they [Domination and Assault] were types that had not been previously available out of the box in a commercial game...
      Tribes 1 was released in December 98 (UT was released sometime in 99), and had both game types. Domination was called Capture and Hold, and Assault was Defend and Destroy (though in a slightly different form).
    9. Re:Gameplay vs. Technology by Suppafly · · Score: 2

      Yeh.. its sad.. prey got canned so the company could dump resources into DNF which seems to be marketable due to the existing franchise it had.. which is a total shame.. Prey was nearly done when it was canned.. DNF will prob never be done

    10. Re:Gameplay vs. Technology by Osty · · Score: 1

      Ack! Yeah, you're right. I totally forgot about Tribes. Watch as I rationalize that away, though. Tribes wasn't a very large success, commercially or amongst its players. Yes, it did develop a hardcore following, but it was nowhere as large as something like TF1, UT, or Half-Life (back when people would play the default Half-Life modes). So I'm going to justify my oversight by saying that while Tribes did introduce these games types first in a commercial setting (TF1 was still the original intro for the types), it was not seen by a majority of gamers. UT brought them to the masses, as it were.

    11. Re:Gameplay vs. Technology by digitalwanderer · · Score: 1

      Can you say "Daikatana II"? ;)

      --
      - "When I say dance, you'd best DANCE motherf*cker!" -Violent Femmes
  16. Re:nice tits by NetDrain · · Score: 1

    I dunno. John Romero looks like he should be posing for Playboy. ; )

  17. ID engines by BrookHarty · · Score: 4, Insightful

    Even thou FPS games dont make the level of sales of everquest or pokemon, ID game engines are the best for FPS shooters.

    The norm at Lan parties are mostly ID engines based games. RTCW, MOHAA Demo, Q3A, Q3A Urban Terror, Action Quake2, the only 2 games that wasnt, where Counter Strike and Ghost Recon. The main game for money was CS, but we had so much fun playing Q3A UT, we had to push back the CS tourney.

    -
    Amiga OS is out for your x86

    1. Re:ID engines by dmiller · · Score: 1

      Counterstrike runs on the Half-Life engine, which is a (heavily) modified Quake 1 engine.

      UT does rock - it is the best online tactical game I have played.

    2. Re:ID engines by Perdo · · Score: 2

      Counter Strike and halflife are Quake engined

      --

      If voting were effective, it would be illegal by now.

    3. Re:ID engines by Robotech_Master · · Score: 2

      As I understand it, the Half-Life folks started out with the Quake (1) engine as a base, but then hacked and extended it to the point where it has little code in common with Quake anymore.

      --
      Editor Emeritus and Senior Writer, TeleRead.org
    4. Re:ID engines by krogoth · · Score: 3, Insightful

      Actually, Counter-Strike is a mod for Half-Life, which is based on the Quake2 engine (either that or Quake - I'm a bit confused from conflicting reports I heard in the early days of Half-Life, but I believe it's Quake2). That means Ghost Recon is the only game on your list not based on an id engine.

      --

      They that quote Benjamin Franklin on liberty and safety deserve neither.
    5. Re:ID engines by TotallyUseless · · Score: 2

      years after they released their *only* game it has little in common with the quake games. it used to share much more code.

      --

      Time for some tasty Shiner Bock!
    6. Re:ID engines by AlexCV · · Score: 1

      the only 2 games that wasnt, where Counter Strike and Ghost Recon.

      And half-life is a quake2 derivative. This leaves only ghost recon.

      Alex

  18. Re:nice tits by buckeyeguy · · Score: 4, Funny

    But as the article stated, Id makes roughly $1 million per employee... hell, at that clip, Carmack can buy back John Romero's car.

    --
    I'd have a personalized plate on my car, but "toxic bachelor" won't fit into 7 letters.
  19. Wolf3D the first FPS, don't think so... by nickgrieve · · Score: 1

    Catacomb Abyss Released: Dec 1991 The first FPS. All the rest are ripoffs of the gameplay, get key open door, see monster, shoot it.

    1. Re:Wolf3D the first FPS, don't think so... by Com2Kid · · Score: 2

      I have that one too.

      B0w d0w|\| 2 m3 for 1 @m the FP$ GOD!

      Or something to that extent. :)

      I even have an advertisment for a Porno Doom mod. (the advertisment says it has drivable vechicals! Somehow I doubt that but. . . .)

      The article says he does not like the whole entire hero worship thing. . . .

      He may need us to come to his defense though when Bill Gates kidnaps him and demands that Mr. Carmack uses DirectX in his next game. :)

    2. Re:Wolf3D the first FPS, don't think so... by Ch_Omega · · Score: 3, Informative

      "Catacomb Abyss Released: Dec 1991 The first FPS."

      Not really. The game Dark Side for the Commodore 64 was a fully polygonal, first person shooter, that was released in 1988, i think. The only problem was that it had a framerate of about 3 or 4 fps. ;)

      On a sidenote, the engine Catacomb Abyss used was written by John Carmack, and share alot of code with the younger Wolf3D. :)

    3. Re:Wolf3D the first FPS, don't think so... by Rayonic · · Score: 3, Informative

      Good point, but do you know who made Catacomb Abyss?
      That's right, id Software. Seems it all keeps coming back to them. Sp00ky, eh?

    4. Re:Wolf3D the first FPS, don't think so... by Anonymous Coward · · Score: 1, Informative

      Why does Ultima: Underworld never pop up when a discusion of the first FPS's arises?

    5. Re:Wolf3D the first FPS, don't think so... by redink1 · · Score: 1

      Hmm... I wonder if Faceball 2000 predates Catacomb Abyss. It was for the original gameboy even, dang. Faceball 2000 review

    6. Re:Wolf3D the first FPS, don't think so... by Rob+Simpson · · Score: 1
      Good point. That was released around the same time, wasn't it? It had a much more 3D environment than anything else at the time, and it's level of interactivity and gameplay makes it still a decent game today.

      Can anyone say the same thing about Catacomb Abyss or Wolf3D?

    7. Re:Wolf3D the first FPS, don't think so... by Hadlock · · Score: 1

      i loved that game....they made a sequel, for the SNES, i believe. truly a fun game, despite the simplicty of it. i've looked on and off for ports of it, or mods of it, but never found anything.

      --
      moox. for a new generation.
    8. Re:Wolf3D the first FPS, don't think so... by mosschops · · Score: 1

      I was just about to suggest Driller, but it seems to be just a different name for the one you suggested! According to this article it came out in 1987. IIRC it was released for Spectrum/AmstradCPC/C64, and I've a vague memory there was even an early PC version.

      It used solid 3D, was first-person perspective, and you did have a laser to shoot with, so it seems a valid candidate for first ever FPS.

      Can anyone better that?

    9. Re:Wolf3D the first FPS, don't think so... by Jhan · · Score: 1

      _Dark Side_ (1988) was a follow-up of _Driller_ (1987). Those two where probably the first games with solid 3d (unless there were som early 3d Amiga games?)

      Earlier non-filled games include _Mercenary_ (1987), _Elite_ (1986), ported to almost every imaginable platform (though more of a first-person space game than a shooter).

      Of course, _The Sentinel_ (1986) needs a mention as well. The 3d is somewhat limited, but its definitely solid... And it's a truly great game!

      --

      I choose to remain celibate, like my father and his father before him.

    10. Re:Wolf3D the first FPS, don't think so... by SuiteSisterMary · · Score: 2

      And Gunship, which was, if I recall correctly, the first polygonal flight sim.

      --
      Vintage computer games and RPG books available. Email me if you're interested.
    11. Re:Wolf3D the first FPS, don't think so... by phirewind · · Score: 1

      Catacomb Abyss worked on my 4.77 MHz Tandy 1000 RL back in the late late late 80's. Sometimes, it pays to have low requirements. At least for your first PC.

    12. Re:Wolf3D the first FPS, don't think so... by Ch_Omega · · Score: 1

      "Good point, but do you know who made Catacomb Abyss? That's right, id Software. Seems it all keeps coming back to them. Sp00ky, eh?"

      Emh, no.
      It was not made by ID Software, it was made by a publisher named Softdisk. The only connection between Catacomb Abyss, and ID Software, is the little known fact that the engine used by Catacomb Abyss was made by John Carmack, and is an earlier version of the engine that powers Wolf3D. :)

    13. Re:Wolf3D the first FPS, don't think so... by Prior+Restraint · · Score: 1

      Ooh... a 1000 RL! And I thought I was special with my 1000 HX (IBM PS/2 clone).

    14. Re:Wolf3D the first FPS, don't think so... by Rayonic · · Score: 2

      "It was not made by ID Software, it was made by a publisher named Softdisk [3dgamers.com]."

      You DO know the difference between publishing and developing, right?

  20. Oi! Hands off my favorite game! by Ravagin · · Score: 2

    develop the next version of Nethack? :)

    With significant respect to mr. carmack... no. He's welcome to design supsersexy fps or whatever interface, but I (and I think a lot of nh players share the sentiment) like nethack just the way it is. The current interface really can't be beat for straightforwardness. Besides, we all know that it's not appearances that matter.

    And the devteam does a damn fine job on their own.

    :) Excuse me. I'm... easily excitable... about these things.

    --

    Karma: T-rexcellent.

  21. id software and open source by Bluecoat93 · · Score: 5, Insightful
    One thing I personally like about John Carmack and id software is that they have a long history of (eventually) releasing their games as open source.

    Take a look at the FTP site: Wolfenstein 3D, Doom, Quake, and Quake 2 are all available. You still have to have the map files and other game data from a "real" copy of the game in order to play it, but all of Carmack and Co's magic is up there for study.

    In short, they have quite a history of "giving back to the community." Even for games (such as Q3) where the full source isn't released, id always releases SDK's (for lack of a better term) to allow anyone that wants to the chance to create add-ons, extensions, and "total conversions" -- new games based on the existing code.

    Very, very, cool.

    1. Re:id software and open source by gmhowell · · Score: 3, Insightful

      Haven't many mentioned that an OSS game engine with copyrighted artwork is a way to make Linux games fly?

      Sounds good to me. I need to go to the bargain racks and get some of the data files for these src packages.

      --
      Jesus was all right but his disciples were thick and ordinary. -John Lennon
    2. Re:id software and open source by Razzak · · Score: 2, Interesting

      Of course, it also has the great side effect of making those old games fully hackable and getting more people to upgrade to their latest game.

      But that's the cynical side of me, I love the fact they release the source code too.

    3. Re:id software and open source by Imuho · · Score: 3, Interesting

      The above post, not the parent, should be "+5, Insightful". Every game which carmack releases source for become unplayable in a week. Which means I am forced to upgrade to the newest game, in a manner much more convincing than any microsoft release-- because I am one of the best quake players, and I get accused of cheating and banned from servers when I don't. Meanwhile the opponents whom I dominated a week before somehow stop missing rail shots, start shooting through walls, and move too fast for even me to hit. I still usually win, because no cheat can give you the strategic insight needed to be really good, but much of the fun is taken away.

      I've given Carmack more money than I've given Gates, for this very reason. Q3A isn't more fun than Q1, or at least it wasn't before the speedhack killed it. Neither is RTCW really more fun than Q3A- although I guess I'll buy it soon, right about the time people start flying in Q3A.

      Open Source works great for projects which began as open source and had meaningful feedback from the beginning. For games or other applications which have finished their development cycle it is a nightmare; it combines the worst features of security through obscurity with the worst features of open source software.

      IMUHO if Carmack was really a supporter of open source, Doom III/RTCW would be open NOW so that when they came out they would be unhackable. I think his rationale for releasing his source is simply that he wants to sell more cd's, while masturbating to the egoboo he gets from being worshipped on slashdot.

      If I'm wrong about this, and he is really just a brilliant but naive programmer, I apologize; the reason I keep buying Quake instead of half-life or one of the other clones is because I believe the innovators like carmack should be rewarded. He gave us the fps genre, and I always get my money's worth from a game he makes within a few days of buying it, so in my mind the upgradaing is worth it. However, the open sourcing is not something I think is good for either the quake community or the open source community, and is not something I think he deserves kudos for. The day the source for a game is released while still in beta I will join y'all in celebrating his altruism.

    4. Re:id software and open source by Anonymous Coward · · Score: 1, Interesting

      From Carmack's point of view, cheating is a social problem, not a technological one. Well, you could have all gamestate stored on the server, but Quake wouldn't be very fun at 1 fps. The only real solution is trusted clients, and that ultimately means trusted people.

      The technology exists to certify the identity of trusted players (x.509, SSL, etc). Nobody uses it. Since you're the bigtime player maybe you could tell us why.

    5. Re:id software and open source by imadork · · Score: 3, Interesting
      One thing I personally like about John Carmack and id software is that they have a long history of (eventually) releasing their games as open source.

      So many software companies (and not just MS, mind you) are content to sell code at full price that they've written years ago and just require periodic maintenance now.

      It seems to me that one way to prove beyond a doubt that you have skills it to write a program, make your money off of it over the course of a few years, and then give it away because the stuff you've written since then is actually worth more to people.

    6. Re:id software and open source by Nicolas+MONNET · · Score: 2

      The artwork is copyrighted and not free, but there's nothing preventing you from providing free alternatives.

      Frankly, while the artworks are nice and cool, they are much, much more easily replaced than the engine.

    7. Re:id software and open source by TheAwfulTruth · · Score: 2

      That is so NOT true! The artwork, sound and thread of game play are the ONLY things that make a game interesting or fun at all. And that type of creativity is VERY hard to some by. Game engines are already a dime a dozen, so why aren't there hundreds of great games for Linux right now? Right, because the art/music/gameplay elements are far harder to do than you're imagining they are.

      --
      Contrary to popular belief, coding is not all free blow-jobs and beer. Those things cost MONEY!
  22. Re:Oh dear, not again... by Anonymous Coward · · Score: 3, Interesting

    You are uninformed why John Carmack did not use Java. FlipCode had the following pertaining to Carmack's view on Java: John Carmack considered using Java in id's Q3. He discusses several pros and cons. His biggest problem with Java was (believe it or not) portability -- It seems that Linux's and Solaris' implementations of the JVM are lacking (with respect to JNI) as compared to Windows'. However, John does say at the end of this interview, "As for embedding... If I did want to go off and start fresh, I would likely try doing almost everything in Java." John Carmack considered using Java in id's games for quite some time, "... I want Quake 3: Arena running on every platform that has hardware- accelerated OpenGL and an Internet connection.... I had been working under the assumption that Java was the right way to go, but ... The programming language [used in Quake3] is interpreted ANSI C. The game will have an interpreter for a virtual RISC-like CPU." (Unreal followed a similar approach.) ... "When it comes around to the next development cycle, I will make the Java decision again." As for embedding: "We are still working with significant chunks of an existing code base. If I did want to go off and start fresh, I would likely try doing almost everything in Java." -- Game Developer Magazine, July 1999 issue. As more and more developers start taking advantage of all that Object-Oriented Programming (OOP) has to offer game development, extensible Java game objects may become the norm. More advanced players may even start to demand it - who wants to learn a proprietary script syntax for each new game they want to extend? If Sun delivers what they've promised, Java may (in time) become the de facto standard. Or not... 8-)

  23. Re:Oi! Hands off my favorite game! by Lemmy+Caution · · Score: 2

    Besides, there already is a graphic, SDL-based version of nethack: Falcon's Eye.

  24. Re:Oh dear, not again... by Phroggy · · Score: 2

    Last time they did this we got Java. And look what it has done for our web browsing experience! Oh wait, you don't like lag?

    Java is (sort of) slow because Java uses a virtual machine, basically emulating everything. Id Software's code runs natively on each platform, so it runs at full speed. It's easy to port to new platforms, because it's designed with cross-platform compatibility in mind from the beginning. Some other games and apps are written just for win32 on x86 with no thought given to other platforms, so when they decide it'd be nice to have a Mac or Linux version, major chunks of code have to be completely rewritten. Companies like Loki and MacSoft specialize in exactly that. Ever notice that a lot of games are released for win32 6 months before other platforms? Quake 3 was released simultaneously for win32, Linux and Mac OS.

    --
    $x='S24;r)>63/* h@<5+oZ)32"5cz';$me='phroggy'x$];
    $x=~y+ -xz+\0-Tx+;print$_^chop$me for split'',$x;
  25. required to work long and hard.. by NotAnotherReboot · · Score: 3, Funny

    I quote, "Thanks to profit sharing, some employees make $450,000 to $600,000 in a good year. With such pay, the company expects employees to put in long, hard hours, says Todd Hollenshead." That's why no one ever wonders why John Romero no longer works at id.

    1. Re:required to work long and hard.. by jallen02 · · Score: 1

      Hey. I would take the chance to bust ass for three or four years for permanent financial stability.

      To each their own, I guess.. but to have created some of the best games, and geeked out on FPS every day and make 600Gs+ a year, it don't sound like to bad a deal for a programmer/graphics person.

      Jeremy

    2. Re:required to work long and hard.. by Billly+Gates · · Score: 4, Informative

      Romero did not quit. He was fired.

      I no longer have the url but John Carmack said Romeo would blow off the day by playing and not coding and would not listen to other employees about idea's for the games. He basically wanted a game with a story and intereactive plot while John Carmack did not. The split grew worse and worse and he eventually refused to work on the same assignments as Carmack and he would do his own thing anyway. Carmack got so pissed that he went to the CEO and made a case to fire him. The CEO who was behind John Carmack all long fired Romeo and another co-worker to set an example. John Carmack is a perfectionists and doesn't like other people getting in his way. But what made it worse was that the whole team went one way while Romeo refused to go with the flow. THis and not the hours is why is he left.

    3. Re:required to work long and hard.. by 2nd+Post! · · Score: 2

      What's with the personal inferences?

      You can tell the story without explicitly demonizing anyone:

      Romero did not quit, he was fired.

      I no longer have the url but John Carmack said Romero would blow off the day by playing and not coding and would not listen to the other employess about ideas for the games. [fine, since this is hearsay] He and John Carmack held two different visions for the games they worked on. This got to the point where he [Romero] would not work on the same assignments as Carmack and would do his own thing. Carmack and the CEO fired Romero and another coworker [since it's very clearly lack of team effort, inability to perform adequatley, refusal to work, etc, no need to mention getting pised, or seting an example. Nor is it necessary to mention JC's perfectionism, which has no bearing on the story.] The whole team would go one way, and Romero refused to go with the flow. This, and not the long hours, is why he [Romero] left.

    4. Re:required to work long and hard.. by Shimbo · · Score: 2
      Hey. I would take the chance to bust ass for three or four years for permanent financial stability.


      Well maybe. If you were locked in a cupboard somwhere. However, you have to get on with your boss and co-workers. Most great feats of hacking are done for the love of it: I don't believe that most people could carry it off once they lost faith in what they were doing.

  26. drivable vehicles by nickgrieve · · Score: 1

    My guess it that would be done like teh "loaders" where done in the doom/aliens total conversion.

  27. Re:Oi! Hands off my favorite game! by Com2Kid · · Score: 2

    Hey, at least it would still be portable. :) Ok not the same immense portability that the current Nethack has, but hey, it would work on at least 3 OSs. :)

    Make him keep the current game design, just have him write an underlying graphics engine, hehe.

    Actualy the original Quake (and Quake 2?) have been shown to be able to run in text only modes, so hey, a Carmack version of Nethack may very well support terminals as well! :)

  28. offspring by mojo-raisin · · Score: 3, Funny

    Carmack and Torvalds should have a child...

    1. Re:offspring by Hadlock · · Score: 1

      his name would be anakin, a powerful jedi coder, and would fight in the fps clone wars, before going over to the dark side, and commanding the evil empire microsoft as it's CEO....

      --
      moox. for a new generation.
    2. Re:offspring by Peteresch · · Score: 1

      Carmack and Torvalds should have a child...


      "And you in your pride thought you could produce the Kwisatz Haderach! A Torvalds daughter could've been wed to a Gates heir and sealed the breach. We may lose both bloodlines now."


      Paraphrased from Dune by Frank Herbert.

  29. eh? by _ganja_ · · Score: 3, Insightful
    Would you trust a tech writter that made statements like this: "The new Doom likely will require a no less powerful chip than the soon-to-be-released Nvidia GeForce3. Soon to be replaced more like.


    I actually thought Adrian Carmack was Johns brother as I remember reading it somewhere, one of the articles was obviously wrong. I'm sure someone will give an autoritive answer on that one.

    --

    A journey of a thousand miles starts with a brutal anal raping at airport security

    1. Re:eh? by coupland · · Score: 3, Insightful

      Here's your authoritative answer: Adrian and John are not related. Many notable (and misinformed) publications have made the mistake of assuming they're brothers, hence the reason you read many articles that say otherwise.

    2. Re:eh? by Lawbeefaroni · · Score: 1

      I would like to know whether the error was in calling a GF4 a GF3 or in using an old spec quote written before the GF3 was out.

      --
      "When it rains, it pours." --Morton's Salt
  30. Gates was being serious by Turambar · · Score: 1

    Or at least that's what my local MSCE believes...

    --

    Turambar
    ------------------------------
    Common sense is not so common.
    --Voltaire
  31. Mr Men == Japanese politeness by Turambar · · Score: 1
    Mr Carmack, Mr Spock, Mr Jobs, Mr Gates, Mr Hollenshead, Mr Steed, Mr Cloud.

    This sounds weird to most native English-speakers, but not putting in an appropriate address (Mr., Dr., Ms., etc.) may be construed as an insult in Japanese society. Dean Takahashi is probably just being polite.

    Ash OS durbatulk, ash OS gimbatul, Ash OS thrakatulk, agh burzum-ishi krimpatul! Uzg-Microsoft-ishi amal fauthut bur

    And speaking of politeness, it was rude of you to write this language here. (Even though it's completely true...)

    --

    Turambar
    ------------------------------
    Common sense is not so common.
    --Voltaire
    1. Re:Mr Men == Japanese politeness by Hagmonk · · Score: 1
      Dean Takahashi is probably just being polite.
      Probably, but I'm still going to make fun of him.
      And speaking of politeness, it was rude of you to write this language here.
      And let us hope it is never spoken here again! ;) I just wish it'd fit entirely in here. The last bit is 'fauthut burguuli'.

      --
      Ash OS durbatulk, ash OS gimbatul, ash OS thrakatulk, agh burzum-ishi krimpatul! Uzg-MS-ishi amal fauthut burgulli.
    2. Re:Mr Men == Japanese politeness by Turambar · · Score: 1
      Uzg-MS-ishi amal fauthut burgulli.
      Does this roughly translate as "Under MS' boot faithless users lie"? ;-) I'm a little rusty in translating that accursed language.
      --

      Turambar
      ------------------------------
      Common sense is not so common.
      --Voltaire
    3. Re:Mr Men == Japanese politeness by Hagmonk · · Score: 1

      In the land of MS where shadows lie :)

      It sounds really good when you say it. Tolkien really made Orcish quite noisome.

      --
      Ash OS durbatulk, ash OS gimbatul, ash OS thrakatulk, agh burzum-ishi krimpatul! Uzg-MS-ishi amal fauthut burgulli.
  32. oops (when is this from?) by startled · · Score: 1, Redundant

    By Dean Takahashi

    February 1, 2002


    ...
    The new Doom likely will require a no less powerful chip than the soon-to-be-released Nvidia GeForce3.

    I would argue that when it comes to tech matters, it often takes a nerd to write news for nerds. This guy's so far from any real understanding of the tech world that what he says, well, just doesn't matter.

  33. Poor Article by idealego · · Score: 2, Insightful

    "Microsoft tried to launch a graphics standard for PC hardware in the early '90s" We'd be talking 96 here, not early 90's.

    "is sticking to his own graphics technology" It's called opengl.

    I didn't bother to read further, obviously the article is written by someone who is clueless.

  34. Bill Gates programs people now... by yintercept · · Score: 2, Funny

    Althought, it may be more accurate to say "he programs governments now."

  35. Here's an interesting thought... by cperciva · · Score: 3

    Anyone want to make guesses at how many hours Bill Gates has spent playing Carmack's games?

  36. Re:Mr ego by Imperial+Tacohead · · Score: 1

    Deus Ex

  37. Apples & Oranges by Tassach · · Score: 3, Informative
    The Q3 game engine is a slick and flexible piece of code. However, it is a one trick pony: it makes it very easy to write First-Person shooters, but it is useless for any other purpose whatsoever -- even for other game genres like classic arcade scrollers, flight simulators, real-time strategy, turn-based stategy, et cetera.

    Java, on the other hand, is a GENERAL PURPOSE PROGRAMMING LANGUAGE. You could use it to write ANY of the above kind of games, or a client-server application, or a spreadsheet, or pretty much anything else.

    You also need to remember that the Java Programming Language and the Java Runtime Environment (JRE) are totally and completely different things. Java source code can be compiled into native machine code, which will run as fast or faster than comperable C++ code. Other languages ( like Python) can be compiled into Byte Codes and run under the JRE

    --
    Why is it that the proponents of "one nation under God" are so eager to get rid of "liberty and justice for all"?
    1. Re:Apples & Oranges by carlfish · · Score: 2, Interesting
      --
      The more I learn about the Internet, the more amazed I am that it works at all.
    2. Re:Apples & Oranges by V.P. · · Score: 1
      The only thing this 'study' proves is that ONE SPECIFIC native compiler, gcj, is sometimes slower than mature JIT implementations, for this guy's specific setup.

      Using a CS101 quality 'primes' program as one of his 'benchmarks' didn't impress me either.

    3. Re:Apples & Oranges by renoX · · Score: 2

      > Java, on the other hand, is a GENERAL PURPOSE PROGRAMMING LANGUAGE.
      > You could use it to write ANY of the above kind of games, or a client-server application, or a spreadsheet, or pretty much anything else.

      You could, you could..
      Do you know the differences between theory and pratice?
      In theory you're right, in pratice do you know a Java compiler which produce native code which is as fast as C++, without any memory increase?

      No? Then your point means nothing.

    4. Re:Apples & Oranges by BCoates · · Score: 1

      You could, you could..
      Do you know the differences between theory and pratice?
      In theory you're right, in pratice do you know a Java compiler which produce native code which is as fast as C++, without any memory increase?

      No? Then your point means nothing.


      Have you priced RAM lately? I'd gladly buy twice as much memory for my box if i could run programs that didn't suffer from buffer overflows and stupid memory management bugs.

      The only thing that would make developing an FPS in java difficult is, afaik, the lack of a good 3d library.

      Well, that and the lack of good java programmers.

      --
      Benjamin Coates

  38. '..soon to be released GeForce3...' by Anonymous Coward · · Score: 1, Informative
    1. Re:'..soon to be released GeForce3...' by mrphrtq · · Score: 1

      It looks like it's being pushed back to February 6th. I can only guess that's what's being announced on Nvidia's website.

      --

      "Life has improved immeasurably since I have been forced to stop taking it seriously." - Hunter S. Thompson
  39. This is why I don't trust news sources... by Phleg · · Score: 5, Insightful

    ...if I can find multiple things they got wrong on things I know about, then I seriously doubt they're getting the stuff right that I don't know about.

    Mr. Carmack, cofounder and lead programmer at Id Software, is sticking to his own graphics technology. He is an absolute techno-purist who seeks to produce a common code that can run on Windows, Linux, and Macintosh operating systems--something he can't do with Microsoft's technology.

    It's not his own graphics technology, it's OpenGL, which is used by many programmers around the globe. And he doesn't do it because he wants to have portable code. That's a part of it, sure, but he uses OpenGL mainly because it's easier to code, which means less development time and less debugging time. Also, it allows for greater flexibility. Not to mention, with Direct3D, can we say, "namespace pollution"? I thought so.

    And by being such a purist, he delights hard-core gamers and graphics experts.

    Oh yes, I get every id game simply because he "sticks to his own graphics technology". Did the author actually consider that he delights hard-core gamers simply because he creates realistic games that have fun gameplay and stunning visuals?

    The new Doom likely will require a no less powerful chip than the soon-to-be-released Nvidia GeForce3.

    Newly released about a year ago...

    He told a faithful crowd that the new Doom will have images comprised of 250,000 polygons, compared with only 10,000 or so in Quake III. That's not far away from the 1.5 million- polygon characters in the animated film Shrek, which set a new standard for realism for computer-animated cartoon characters.

    Notice he said "images comprised of 250,000 polygons", and "That's not far from the 1.5 million- polygon characters in...Shrek". This isn't like comparing apples to oranges, it's comparing apples to Mack trucks.

    --
    No comment.
  40. Give Id a break! by EggplantMan · · Score: 2, Insightful
    From what I gleaned from the article, it seems that Id's intention is to push the graphical envelope. In order to do that, Id needs to stay bleeding edge, and part of that is to be able to create a game quickly.

    Id can produce an action game with a minimum of man hours. I think once you start to move into say, the RPG genre the man hours increase significantly.

    Think of all the media that comes with a Square game. CGI movies, voice acting, the presence of a script with dialogue, a plot, the list is very long. In order to do something like this Id would have to expand, which they're very much against. In short, don't expect Id to change genres anytime soon!

    --

    ?-|||-----x<*))))><
  41. Re:No, Carmack has the mail order bride... by lowe0 · · Score: 2, Insightful

    Ummmm... nope. She's actually an ex-id employee. Who had quite a hand in their business development. And now runs a production company.

    I'd write more, but I'm sure Carmack could correct this himself. You did know he reads this site, right?

    I suppose if you insist on bashing KillCreek's not-so-impressive surgical augmentation, that's your thing. But ripping on Carmack's wife, in a thread about him? Man, that's low....

  42. Id created the first true 3D game? by Mark4ST · · Score: 1
    In 1996, Id created the first true 3D game, Quake.

    WRONG! Try Descent.

    1. Re:Id created the first true 3D game? by Jailbrekr · · Score: 4, Informative

      Uh, NO.

      BattleZone in the arcade, and Stellar7 on the Apple ][. same thing.

      --
      Feed the need: Digitaladdiction.net
    2. Re:Id created the first true 3D game? by Make · · Score: 1

      Even Wolfenstein wasn't the first 3D (2.5D) FPS - Ultima Underworld was before.. ok it's not really a shooter.. but it's FPS and you can bash evil monsters. I used to play Ultima Underworld 2 on my 386 SX-25, that was 1992 or so, the first part was some years earlier.

      Quake wasn't the first true 3D FPS - System Shock has been release several years before, and also was "real" 3D.

    3. Re:Id created the first true 3D game? by Eskimo+Bob · · Score: 1

      I, Robot

      You're wrong.

      This is the first 3D game, it's not first person, but it does use rendered polygons for everything. Unless a 3D game means it has to be first person, of course...

      --
      I am a big, fluffy, cute, cuddly bunny. fear me.
    4. Re:Id created the first true 3D game? by Creepy · · Score: 1

      Yeah, but elite isn't even the first - first person game. I'm pretty sure the battlezone arcade cabinet was out before 1984, and if you insist on 3 planes of movement, so was Sublogic Flight Simulator WAAAY back in '79 - heck this was the first 1st person shooter that I remember, as it had a WW1 combat mode. If you say Space 1st person simulator (or shooter), the 1982 (or maybe it was even '81) Apple ][ game Space Vikings, also by SubLogic (wireframe). I never felt Space Vikings was a very good game (but it was a top 10 seller in '82), as opposed to Elite, which was a great game (and a top seller in '84) which is probably why Space Vikings is mostly forgotten.
      Flight Simulator 2 used filled polies back in '83 (about the same time as I,Robot), but the technologies used are different. I,Robot used the re-rendered poly technique that most games today use (guessing by the description and screenshots), while Flight Sim 2 used deltas (changes) and only rerendered those areas that needed to be repainted. Re-rendered polies really weren't necessary for most games until textures were added later (with Ultima Underworld, I think). Textures require the screen to be re-rendered for proper locations of the colored pixels, which is why all modern games re-render the scene.

      here's a some refs:
      SubLogic flight simulator
      http://apple2history.org/history/appy/aha78.html
      http://simflight.com/fshistory/fsh/timeline.htm

      Sublogic Space Vikings
      http://apple2history.org/a/appy/aha82.html

  43. Geforce3 not released yet? by Genie1 · · Score: 2, Funny

    The new Doom likely will require a no less powerful chip than the soon-to-be-released Nvidia GeForce3.

    Did they mean GeForce4 or are all the GeForce3 cards on the market right now fakes?

  44. gotta love this line wish others would read it by Kasmiur · · Score: 5, Insightful

    "It legitimized the shareware movement, starting in 1993 with progressive releases of the Doom franchise, which generated more than $100 million in revenue (even though roughly 15 million copies of the original were downloaded for free). "

    Now if only the RIAA and other places would read that and understand that sometimes when done properly that such things do work in a internet world.

    --
    -THIS SPACE FOR RENT!
    1. Re:gotta love this line wish others would read it by WalkingBear · · Score: 1

      Some people are already going that route in other industries. Take a look at what Baen publishing has done. Jim Baen realized that downloadable copies of books weren't a far cry from freebies given out for promotion at cons. He's seen sales of all of Baen's books rise sharply since they began a systematic internet presence for each author. There are people listening. The others will go the way of buggy whip manufacturers. Walking Bear (though the buggy whip makers are making a comeback in some fetish circles)

    2. Re:gotta love this line wish others would read it by argStyopa · · Score: 1

      The reason RIAA will never recognize this is because to do so would be to condemn their own mediocrity. John Carmack succeeds because he is brilliant, he ALSO works damn hard, and doesn't give a crap about other people's opinions. I have no doubt that if his games weren't a succes, he'd still be working as a programmer for some crap company, and spending his evenings coding up his latest sphere collision-detection code. You think the RIAA wants to acknowledge that someone got rich because of effort, skill, and self-restraint? Let's think of something that would be more anathema to a group whose revenues are based on promotion, hype, and cramming 9 crap songs on every cd for each song worth paying for, and charging the public $15 for a cd that costs $1 to make.
      No, I'm not thinking they are going to absorb much from him.

      --
      -Styopa
    3. Re:gotta love this line wish others would read it by swb · · Score: 2

      Let's pretend the RIAA did adopt a Doom-type shareware business model and that it was successful (ie, they generated profitable sales). After sales had plateaued, the RIAA business leaders would become hopelessly obsessed with the business demands for increased "growth" in profits and would seize the idea of capturing the "lost" sales that were downloaded but didn't lead to a purchase. They would come up with a way to eliminate or corrupt the shareware component (encryption, standards compromises, etc etc).

      As it stands now, the RIAA is *already* obsessed with the idea of capturing sales "lost" to piracy/home taping/sharing/RIPs/etc, which is why they're so eager to try copy protecting CDs, embracing encryption/limited use and so on. Their goal is to get a percentage of every recorded musical experience people have.

      The Business Software people are kind of the same way -- they're obsessed with 'piracy' as lost retail sales, at least in public. In private they probably acknowledge they cannot reclaim more than 20% of these sales since they're products that people simply wouldn't purchase at their retail prices but will use for free.

      The RIAA, on the other hand, looks at ALL recording use they weren't paid directly for as a potential lost sale and this is what will never allow them to give anything away.

    4. Re:gotta love this line wish others would read it by Jah-Wren+Ryel · · Score: 1

      Obsessed is right. It sure seems like the RIAA would rather have 100% of a market than, say, *only* 20% -- even if acquiring 100% of the market means limiting it to $100M when going with *only* 20% would allow the market to grow to over $1B.

      --
      When information is power, privacy is freedom.
  45. Spectre VR, not Stellar7 by torpor · · Score: 2

    I seem to remember SpectreVR came out before Stellar7.

    Also, it was one of the first (if not the first) multiplayer LAN games, too ...

    --
    ; -- the corruption of government starts with its secrets. a truly free people keep no secrets. --
    1. Re:Spectre VR, not Stellar7 by torpor · · Score: 2

      Ah, I did not know that it was re-made on the PC and Mac ... that's interesting. I'll have to look for it for my Apple ][ emu some time ...

      --
      ; -- the corruption of government starts with its secrets. a truly free people keep no secrets. --
  46. Now that I think about it... by RyuuzakiTetsuya · · Score: 2, Insightful

    this article does have a bit of a point. If GLQuake never came out we'd have seen an onslaught of Software REndered crap. GLQuake made the relatively big push to hardware rendered3D which gave us 3D chips in even the cheapest piece of junk today.

    Although I think that's more of Romero's fault IIRC.

    --
    Non impediti ratione cogitationus.
  47. ID non-FPSes? by Halcyon-X · · Score: 1
    Interesting, I wonder what other kinds of games id could be good at making? I know we've grown accustomed to them making FPSes, (and they do innovate on every new FPS they released), I'm wondering what other kinds of games they could be good at making.

    Remember when they were talking about Quake coming out, and the battles were supposed to be akin to Virtua Fighter? That would be really wild! And you could supposedly pick up bodies, stack them, use them as shields...

    Or when id software made Commander Keen, it took some wild imagination to come up with levels and ideas for that game.

    id has a lot of imagination and I only drool at the possibilities, I wonder what their next game will be like after DOOM, since I'm sure they will have perfected the FPS genre! (Although a lot of us thought that when Quake 3 came out ;)

    --

    .sig: Open Source, Open Mind

    1. Re:ID non-FPSes? by Halcyon-X · · Score: 1
      Actually, id had planned to do a Mario 64 style Keen, but then Nintendo came out with Mario 64 later on and that kinda discouraged the Tom Hall.

      Personally I'd like to see them do it, I'm sure they could do a great job. Who knows, maybe they have ideas nobody else ever thought of and could refine the genre. It's not like we have many similar games on the PC, so it would open up a whole new market on the PC!

      --

      .sig: Open Source, Open Mind

  48. Ironic by Judecca · · Score: 4, Funny

    And so the poor man who just wants to be left alone, and not a cult icon...

    ... is written about, and posted on slashdot.

  49. Re:Oh dear, not again... by innocent_white_lamb · · Score: 1

    most of my web lag is from ad servers

    http://www.junkbuster.com will fix that for you.

    and aggressive Flash animations

    And this too, if it's flash included in the ads.

    Even on my DSL connection, Junkbuster makes most pages on news sites and such load literally twice as fast as they would otherwise.

    --
    If you're a zombie and you know it, bite your friend!
  50. good grief by nomadic · · Score: 2

    Alright, all these replies telling me he concentrates on game engines. Fine. I know.

    If Id's actually going to sell games to end users, though, then they should expect to face criticism for them. The engine's nice, no argument about that. But the game themselves are extremely repetitive, which is why so many people have left Id after getting bored with the Same Old FPS With Better Graphics&copy.

    And to everyone complaining about how Carmack himself would rather focus on game engines, please note that I didn't name him in my post; I criticized Id.

  51. Its the tone, not the buzzword. by _Sprocket_ · · Score: 4, Insightful


    While we all know that the author is referring to OpenGL, I thought it was an appropriate editing choice to keep the number of technical terms down to a minimum. The focus of the story is not the technology, but the man himself.


    I can agree that a business publication would want to avoid technical discussion, I think you're missing the tone that the article presented. Read it again:

    Eight years later, Mr. Carmack is still steering clear of Microsoft's standard as he cranks out the next version of Id Software's Doom.

    ...

    "It's almost like a religious thing for him," grumbles Otto Berkes, a Microsoft program manager who until recently oversaw the company's DirectX graphics technology division. Unlike Mr. Carmack, many other game developers have adopted the technology.

    ...

    Mr. Carmack, cofounder and lead programmer at Id Software, is sticking to his own graphics technology.

    The message is plain. Carmack avoids an industry standard developed by Microsoft called DirectX. Everybody else uses it. Instead, Carmack is some kind of technological religious zealot who uses his own system.


    Granted... the article does go on to point out that his decission allows his software to run on many platforms. Something Microsoft's technology does not allow. But its possible that someone unfamiliar with the industry might miss this message and attribute Carmack's refusal of microsoft as another aspect of his ecentric personality.


    It would be different if the writer had reported Carmack has adopted an open graphics standard over a more restrictive standard provided by Microsoft... despite Microsoft's professed incredulity over the choice.

  52. Re:Elite? by Wonda · · Score: 1

    Isn't Elite the first 3D game? It's the first i ever saw anyway

  53. Coding is NOT art? by inkswamp · · Score: 2, Interesting

    From the article: "That's not what we're doing," Mr. Carmack says. "We're doing entertainment. Saying it's art is a kind of sophistry from people who want to aggrandize our industry."

    I totally disagree with this statement. I view coding (particularly coding for games) as something that straddles the gulf between work and art. It may not be 100% pure art, but it's certainly not aggrandizing to say that there is a fair amount of artistry in well conceived and written code. The first 25 years of my life was spent pursuing a variety of artistic endeavors (writing, music, visual arts) and I get nearly the exact same feeling in me when I'm writing code as when I'm composing music or drawing. There is definitely some link between those activities. I feel the same creative impulses firing when I'm programming as when I'm doing any other art form and I feel that same sense of artistic fulfillment or satisfaction when I'm finished with a project. It probably sounds a little fruit-loopy, but it's the truth. There is an element of artistry in writing code. I have no doubt about that.

    --Rick

    --
    --Rick "If it isn't broken, take it apart and find out why."
    1. Re:Coding is NOT art? by 0000+0111 · · Score: 1

      I hear you. But I think that where Carmack is coming from here is the fact that no matter how you look at what they do, the end result is still an entertainment product. Plain and simple. Trying to characterize it as something else is simply incorrect. At least from the public's perspective. You're a programmer. You know damn well that what you do is an art. Carmack knows that too. That doesn't mean he should go crying from the highest tree that his game is really an art-form and not a game! Especially not let someone else characterize his own product in their own words. That would would be "a kind of sophistry from people who want to aggrandize our industry", as he says. And I couldn't agree more with that particular reply.

    2. Re:Coding is NOT art? by Hast · · Score: 1
      You missed this part:

      he cautions against classifying games as an art form


      So he's not suggesting that coding isn't art. He's stating that their games are not "art".

      Perhaps we will see games in the future which are "art" in the sense that some movies are. Most likely they will not be very popular. ;-)

      If you want art in respect to graphic coding I'd suggest looking for it in the demo scene instead. That seems (to me at any rate) to be closer to the usual idea of "art".
  54. What defines "true 3D"? by inkswamp · · Score: 1

    From the article: In 1996, Id created the first true 3D game, Quake[....]

    I guess this depends on your definition of "3D" in games. I was under the impression that true 3D meant that passages and rooms could exist on top of each other, creating true multi-layer scenarios. This is something that Doom could not do, but that Bungie's Marathon did. By that definition, Marathon should get the honor of being the "first true 3D" game. Marathon was released well before Quake, although I don't have the exact year at hand.

    I suppose the author is probably referring to (or maybe being confused by) the fact that the monsters in Quake are models as opposed to sprites. IMO, true 3D would mean a true 3D environment not monsters. Oh well... nitpicking, I suppose.

    --Rick

    --
    --Rick "If it isn't broken, take it apart and find out why."
    1. Re:What defines "true 3D"? by Hast · · Score: 1

      I'd say that is has mostly to do with how the engine actually works. Duke3D had room above rooms as well, it was still really a 2D engine with hacks though... (You could not see more than one height coordinate for one (x,y) coord on the map at once.)

      I don't know how Marathon did it though. It seemed more like the Duke3D hack than the Quake way. And naturally Descent beat both AFAIK.

      For me Quake was the first game which made me think "Now *this* is 3D." in any case.

    2. Re:What defines "true 3D"? by BCoates · · Score: 1

      Doom was a 2D polygon world, with z-values for each floor and ceiling, to make height differences.

      Lots of similar games added layers of polygons to make a room-over-room effect.

      Quake, OTOH, had a game world made of 3D polyhedra, so any layout that didn't use too many triangles could be created. Quake II added somewhat more general movement of world brushes (rotation, maybe more, i don't remember)

      --
      Benjamin Coates

  55. Re:Oi! Hands off my favorite game! by Ravagin · · Score: 2

    Yes! Exactly!

    --

    Karma: T-rexcellent.

  56. Bills Tight Code w/ 640K Base Mem by Trevelyan · · Score: 1

    Maybe this belief expalains why he told IBM that 640k of memory was more then any one would ever want.

    I have 640M of mem and still want more

    -Trevelyan

  57. Re:^^^KARMA WHORE by MrDolby · · Score: 1

    Yeah, Q2 did suck, i never played q3 full but the demo wasn't all that great. I disagree about MOH though. MOH is a good game, its not great but makes for a very fun single player game. Except for that god damn sniper mission. Wolf was just bad.

    Probably the best FPS to come out last year would be Serious Sam, thats what Doom 3 really should be like, but it won't. Doom 3 will end up being like Quake2 but with much better graphics and probably better AI.

  58. Soon-To-Be-Released? by Wolfbaine · · Score: 1

    The new Doom likely will require a no less powerful chip than the soon-to-be-released Nvidia GeForce3

    Obviously Nvidia is lying, when they claim to have already released this chipset. :)

    1. Re:Soon-To-Be-Released? by 3th3rn3t · · Score: 1

      If Carmack is lord of games , then what is Romero ? GOD perhaps !

  59. I don't think so. by IPFreely · · Score: 2
    In 1996, Id created the first true 3D game, Quake

    Not quite. Descent was out before that, and it is even more 3-D than Quake.

    --
    There is nothing so silly as other peoples traditions, and nothing so sacred as our own.
    1. Re:I don't think so. by ymgve · · Score: 2

      Tell me how one game can be 'more' 3D than the other? Both Descent and Quake had 6 degrees of freedom. Both had textured levels, dynamic lightning and to a certain extent movable objects.
      Care to explain further?

    2. Re:I don't think so. by jonnythan · · Score: 2

      Quake didn't have those degrees of freedom. You couldn't have overlapping passages, for instance. There was no true vertical dimension in the engine, it was only simulated.

      Think about this...in Q3A or UT, you have to point upward to shoot at someone standing on a platform. In Quake, you pointed towards the platform and the shots automatically went "up" to where the person was standing.

      No corkscrew shaped tunnels in Quake, the 3D part was really just polygonal characters and walls instead of Doom's sprites, not a true 3D engine.

    3. Re:I don't think so. by dvicci · · Score: 1

      I may be way off base here, but this isn't how I remember it. What you say is definitely true of Wolf3D or Doom, but Quake did allow you to shoot up and around and all over (1600X1200 on a GF3 in software mode is pretty funny - if you're into that sort of thing).

      Case in point... on the first level you travel down an elevated walkway over (poisoned) water, and above you in a small room is a baddie shooting down on you. You have to look up to see and shoot him back. Then, if your jumping is up to par, you can jump to a small ledge and hop-skip other small ledges to reach that room for extra goodies. Many many other examples exist, not the least of which is the fact that one of your enemies almost always flies down from above on you.

      What is not mentioned here, though, is that Ultima Underworld (1992) came out before Quake (1996), and had a very nicely realized 3D engine.

      --
      ] D
    4. Re:I don't think so. by ymgve · · Score: 2

      You are completely wrong. Quake could - and in almost every level had, overlapping passages. I can assure you, it was as fully 3D as any game to come after it. To quote Gamespy: "The most amazing quality of Quake was the first completely three-dimensional environment, with the most advanced physics system of its time."

    5. Re:I don't think so. by ymgve · · Score: 1

      Only because that's how the game was designed. The engine, however, could tilt you on the head if you wanted (And I think a few of the mods did actually that).

      Also, I seem to recall that changing some variables inside the game could make you tilt to whatever angle you desired when moving sideways. Looked really weird.

  60. Re:nice tits by Galvatron · · Score: 2

    Actually, he's building a spaceship.

    --
    "The question of whether a computer can think is no more interesting than that of whether a submarine can swim" -EWD
  61. Porting OpenGL code written in C++ by John+Harrison · · Score: 3, Informative
    I am sure that I am not the only person here who has ported an OpenGL game from one platform to another but nobody else has mentioned it so here goes.

    For my graphics class in college we had to write an Asteroids program in OpenGL. I decided that it was kind of lame to do all the work to render asteroids and ships in 3-D only to shoot them in a 2-D plane. So I implemented a 3-D space shooter involving asteroids. It soon became apparent that in order for there to be enough asteroids to hit you there had to be A LOT of asteroids. The number that sticks in my head is 400. Since shooting 400 asteroids was pretty dumb I added some Tie-Fighters to the mix and had the objective be to shoot the Tie-Fighters.

    All the work in this class was done on Macintosh computers. I was the proud owner of a Mac Performa 6200. It ran at 66 MHz, with no 3-D graphics card. I actually got my little game to run at a reasonable speed on it. Everybody else in the class wrote games that were played in a 2-D plane and many of them didn't run fast even on the brand new G3s that were showing up around campus.

    Now for the point of my story. After graduation I went to work for a certain company and they gave my a nice laptop. It ran Windows. I decided it would be nice to try to play my game on it. The port was EXTREMELY easy. I had to add a crappy Win32 main and I had to replace the keypress codes since I hadn't used GLUT for kepresses since it didn't work with multiple keypresses. I also yanked the sound code out since it was Mac specific. But it took only a few hours to have the game up and running.

    If you want to see the result you can get it here. Source is there too.

    I later loaded Linux on my laptop and ported the game to Linux. It took a bit longer to find working keypress calls. I ended up using SDL without porting the whole game to SDL. The result was a little ugly but the game worked just fine. I haven't invested the time needed to polish up the Linux version is all.

    Looking back I know that it would be very easy to write this OpenGL based game in such a way that it would run on all three of these platforms with a simple recompile if I had used #IFDEFs. Being lazy and busy with other things I haven't done that. But it is impressive how portable a game written in OpenGL can be.

  62. Yeah, but don't forget... by artemis67 · · Score: 2

    he can do it all in 640k of memory, too!

  63. WHAT THE by waspleg · · Score: 1

    "The new Doom likely will require a no less powerful chip than the soon-to-be-released Nvidia GeForce3. "

    ?? This is a *NEW* article?

  64. What an obnoxious article... by GLevangelist · · Score: 2, Insightful

    I am utterly sick of these silly, superficial and sycophantic articles. There is simply no reason for them to exist. It seems that a pragmatic analysis of id and its employees has yet to be written. It's one thing to see stupid 'fanboyism' (E.g "UNREAL SUX0RZ!!!111") posted by the shallow morons who buzz around the VoodooExtreme comment boards like flies around shit, but another thing to see it on supposedly reputable and objective news sites.

    I strongly disagree that John Carmack is id. What he is is a very intelligent and motivated individual that has been in the game industry for a very long time. Thus, he has a great deal of power and leverage over other companies. The fact that id created a great many 'firsts' (or at the very least evolved previously foetal genres to an acceptable level) compounds this. However, there are many other people in the game industry who are equally skilled. They, however, may not be in the position to fully exploit their talents. They may be employed by a company that has the technological ability to make 'quantum leap' titles, but a lack of inclination. Managerial oppression is epidemic wherever you look, much to the detriment of many companies. When you are management, things are much easier (Granted, id is more of a 'flat pyramid' than most companies. So, things aren't as simple as one might assume).

    Indeed, the real 'computer graphics experts' don't work in the game industry. The best opportunities are actually found in disciplines like professional flight simulation or non-real-time graphics technology development (E.g Renderman), not game creation. People like Alan Watt, Jim Blinn and Eric Haines (Slap yourself if you said "Who?") work at companies like Pixar, SGI, Microsoft, Hewlett Packard, IBM and Autodesk. It is these people who develop new techniques, publish them at SIGGRAPH and provide game developers (among others) with algorithms with which to implement in their engines. That isn't to say that game developers simply perform implementations, innovation is essential for any kind of specialised task, but it is the work of many hundreds of individuals (most of whom the average Quake player has never heard of) that has produced the plethora of techniques that the game 'Gods' rely on.

    When articles assume that 'John Carmack is id' blame and praise are grossly misattributed. Of course, there is a great deal of overlap in the roles of team members, but praising John Carmack for the finely balanced weapons in Quake3 is utterly ludicrous. In this case, id's creative team (Robert Duffy etc) miss out on the recognition they deserve. If John Carmack were really the hyper quick, hyper intelligent polymath that people make him out to be, id's employee list would be one person long. It isn't. id is (take a deep breath, this may shock you) a team of highly skilled individuals that when working in concert have the ability to produce great games. Each should receive the recognition they deserve.

    Consider this, would people idolise John Carmack if id's games were terrible?

  65. Anybody remember this email? by dark_panda · · Score: 2

    I remember seeing posted somewhere, maybe a on usenet or something, a long time ago. Pretty funny, I guess.


    Subj: Wolf-3D Section: Action/Arcade Games
    From: Ty Graham 72350,2636 # 191387, * No Replies *
    To: Id Software 72600,1333 Date: 24-Jul-92 18:27:27

    Jay, just thought I'd drop a note to let you know how popular Wolf3D is
    here at Microsoft. It seems like I can't walk down a hall without hearing
    'Mein Leben' from someone's office. I hope you guys are getting revenue
    from all this.

    Anyway, we were sitting around talking the other day, discussing games for
    Windows, and someone said 'What are those cool guys at Id doing?'. So how
    about it. Are you guys looking at Win games at all? Win32?

    In a perfect world, I'd have you guys port the Wolf engine to a multiuser
    maze game for Windows for Workgroups. We need a good M'user Win game.

    Anyway some thoughts.

    Ty Graham (Microsoft)


    Wolf3D in Windows for Workgroups? Sitting next to the Microsoft Hearts Network? Hah.

    J

  66. Re:Oh dear, not again... by rreay · · Score: 1
    Of course, it does mandate some level of system-speficic code somewhere in there, a good programmer [...] will encapsulate it behind an #IFDEF or two.

    FWIW, Plan 9's source has no #if's and there are no machine dependent #ifdefs in any of the source[1] and it runs on a bunch of architectures.

    Plan 9 successor, Inferno, has no #if's and no #ifdef's[2] and runs on even more architectures.

    In fact Plan 9/Inferno compiler suite doesn't even support #if [1].

    -rr

    [1] http://www.lysator.liu.se/c/plan9c.html
    [2] The Practice of Programming by Kernighan and Pike
  67. A few corrections by John+Carmack · · Score: 5, Interesting

    A few corrections to the article:

    "My own graphics technology"
    is OpenGL.

    "Mr. Carmack also plays computer games in the office with his coworkers"
    I played Q3 quite a bit, but not much since then. The team focus of TeamArena and Wolfenstein just isn't my favorite type of game.

    "Polygon counts"
    The Doom engine is not an ultra-high poly count engine, because it is built around dynamic lighting and shadowing, but it is still a large step up from our previous games. Typical scenes will have around 150,000 polygons, versus 10,000 for Q3. There will certainly be other games with higher raw polygon counts, but that is really focusing on the trees, not the forest (image quality). The large numbers that have occasionally been tossed around are the polygon counts for the high detail characters that are used in the generation of normal maps for the real time rendering. Some characters are over 500,000 polygons in their original form.

    "It looks like the type of game that is so thrilling to play that gamers will do so over and over again, even though it lacks a narrative plot."

    Unlike everything we have done before, the new Doom actually DOES have a real plot, and I think it is going to be presented well. I don't really expect most people to believe us at this point, but wait and see...

    "The new Doom likely will require a no less powerful chip than the soon-to-be-released Nvidia GeForce3"

    It is designed for full impact on a GeForce-3, but it still runs on a GeForce-1 or Radeon.

    They didn't reproduce the graph of our revenues from the print version, but that was also way off base. I guess they estimated them based on our title sales, but while Doom II remains our best selling title, we have much better royalty arrangements now than we did back then, so we make more money today.

    John Carmack

    1. Re:A few corrections by geekoid · · Score: 1, Offtopic

      Thanks for the great games.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    2. Re:A few corrections by racer750 · · Score: 1

      Hi John!! I`m just a nobody =) wondering about how big a jump the new DOOM engine will be over whats out there right now. If there is anything out there thats pushing the GF3`s pixel and vertex shaders the way your new engine will?? I`m sure this is a dumb question, and you are too busy to answer, but hey, I had to try =) Rune

    3. Re:A few corrections by Dethboy · · Score: 1

      Oh, forget about Doom! What's up with your car collection? Anything new? Haven't heard any new 1000hp stories in awhile! :)

      jim

    4. Re:A few corrections by ILL+Robinson · · Score: 1

      Very coool....

      To quote the article:

      He keeps toiling because he foresees a "golden age of graphics programming." He expects that game technology will be used to animate films in the near future.

      Sounds like machinima to me! (c:

    5. Re:A few corrections by Anonymous Coward · · Score: 3, Funny

      George B here from 3DRealms. John listen, were having a hell of a time with Duke using the Unreal engine and see no end in sight. Is there any way I can convince you to let us use the Doom3 technology with DukeForever? Im willing to was and wax your car for the next year if that helps sweeten the pot. Let me know
      Your porkrib eating buddy,
      George

    6. Re:A few corrections by jedi_27 · · Score: 1

      500,000 for a character is amazing!

    7. Re:A few corrections by RJPDeanLO · · Score: 1

      Yeah .. I agree 100% with Dethboy ... we need more auto updates!! :) the [RJP] crew LUVs F50s! w00t!

    8. Re:A few corrections by fatgraham · · Score: 1

      Bubble bobble had the best co-op i can remember

    9. Re:A few corrections by Cruciform · · Score: 1

      Even the master may fall victim to the lowly press. Sigh.

      But unlike a regular newspaper at least there's a forum for correction :)

    10. Re:A few corrections by SaltLake · · Score: 1

      "Hi John!! I`m just a nobody =) wondering about how big a jump the new DOOM engine will be over whats out there right now. If there is anything out there thats pushing the GF3`s pixel and vertex shaders the way your new engine will?? I`m sure this is a dumb question, and you are too busy to answer, but hey, I had to try =) Rune" Well I'm no John Carmack, but besides Unreal 2 I think New World Order has some nice graphics. The lighting is probably I've seen in a game (Besides Unreal 2 and the Doom 3 video). The engine supports bumpmapping and realtime shadows among many other goodies. The New World Order web site http://www.p3int.com The tech demos are well worth the download time. John let me also thank for all the great games you've help make possible over the years. One last thing, do you think Sony/IBM will be able to make its next CPU have terra flop performance in the PS 3? Even if they can do it, is it the right thing to do?

    11. Re:A few corrections by Jagasian · · Score: 2

      Yeah, and you can still play Bubble Bobble with the Mame arcade emulator which runs on almost every computer known to man.

    12. Re:A few corrections by Gaurav+Sharma · · Score: 1

      "Polygon counts"
      The Doom engine is not an ultra-high poly count engine, because it is built around dynamic lighting and shadowing, but it is still a large step up from our previous games. Typical scenes will have around 150,000 polygons, versus 10,000 for Q3. There will certainly be other games with higher raw polygon counts, but that is really focusing on the trees, not the forest (image quality). The large numbers that have occasionally been tossed around are the polygon counts for the high detail characters that are used in the generation of normal maps for the real time rendering. Some characters are over 500,000 polygons in their original form.

      /It's difficult to understand how such a small company such as id is able to produce characters with that level of detail, even if you did have the best artist in the world, I doubt he/she'd stand up well against 50-strong Squaresoft art dept. So, really, there's going to be an obvious trade-off I'd assume.

      "It looks like the type of game that is so thrilling to play that gamers will do so over and over again, even though it lacks a narrative plot."

      Unlike everything we have done before, the new Doom actually DOES have a real plot, and I think it is going to be presented well. I don't really expect most people to believe us at this point, but wait and see...

      /I'd put forward the same argument as above. How are you looking to achieve this? Have you hired scriptwriters, psychologists, choreographers? I doubt it, yet it'll be interesting to see what you come up with anyway. It'd be interesting further to watch how this new version of Doom is marketed as a mainstream product. Afterall, it's still about going around with guns and shooting monsters. And relative to the ideas in, say, hollywood, that's really quite shallow, is it not?

      G.Sharma

    13. Re:A few corrections by LaRoacha · · Score: 1

      Hey John, how's the rocketry project coming? Haven't heard too awful much about it lately on the mailing lists'. That peroxide is some nasty stuff, try not to melt your fingers, that would make coding "that" much more difficult.

    14. Re:A few corrections by painkillr · · Score: 1

      Remind me to never let you develop a product for me. It sounds like you'd produce some bloated piece of pretentious garbage that cost a lot to make, required high overhead and went over-budget anyway.

      You're in no position to give suggestions/pointers to John Fucking Carmack on how to develop games.

      Ass.

    15. Re:A few corrections by RovingSlug · · Score: 1
      He's referring to Fred Nilsson.

      From Doomworld -- Interviews:

      The newest hire at the id Software, Fredrik L. Nilsson hails from Sweden ...

      ... In 1995 I moved to the San Francisco area and was hired by Pacific Data Images (PDI) as a character animator. Some of the projects I worked on while there are:

      • ...
      • Antz (I animated nearly 5 minutes)
      • Shrek (Upcoming movie in May 2001)
    16. Re:A few corrections by Trenox · · Score: 1

      Hi, I was just wonderng what impact Doom3 is going to have for us mappers out there -the level of detail displayed in the old doom3 footage was incredible and 150.000 polys pr scene means a lot of work!

      1) Will it be possible to work with segmented meshs much like in 3dsmax or will it still be 1,1,1 segment for a cube as in quake3?

      2) I bet you will have to re-use a lot of parts in the maps and rely heavy on prefabs since it will take forever build a whole map from scratch. -is that something that you can confirm?
      this would be a whole new approach to mapping since up until now, with doom3, a wall is just one poly with a map.

      thx for making the best games

      Søren "Trenox" Andersen

    17. Re:A few corrections by Gaurav+Sharma · · Score: 1

      The sig. says it all, really.

  68. who says slashdot is a waste of time? by ahde · · Score: 1

    That's some very useful information. I feel more productive at work already.

  69. The outcome of Steed? by detritus. · · Score: 2

    I know the article is about Caramack, but it was such a good bedtime story, I was wondering whatever happened to the fired Mr. Steed.

    Anyone know whether he was asked back, refused to come back, or still holds a grudge?

  70. Just who is pushing OGL then? by autopr0n · · Score: 2

    In the PC game arena, No one other then Carmak really. GL would probably still be used in simulators and other high-end, non-pc apps. But I don't think SGI or anyone really, other then carmak, is really pushing GL on the desktop.

    The success of GL on the desktop is really mostly because of what Carmak has done with it.

    --
    autopr0n is like, down and stuff.
  71. Hi idiot. by autopr0n · · Score: 2

    You could write the games, they'd just be slower. Duh.

    Now, lets see you write a webserver in QuakeC, how about a relational database, or a P2P app. And do it quickly. Yeh, you can make your own game in Quake. Who cares. In java, you can do anything.

    --
    autopr0n is like, down and stuff.
  72. Thanks for the clarifications by Spinality · · Score: 1

    It's always best to get the straight poop. (I especially liked the idea :) that OpenGL=id proprietary!) Your plans sound great. As a misanthrope, I'm particularly glad that there will be less teamplay emphasis and more plot. Escapism is best when there's some discovery and surprise.

    Keep up the great work!

    --
    -- We all have enough strength to endure the misfortunes of other people. La Rochefoucauld
  73. non-microsoft games by oomcow · · Score: 2, Interesting

    carmack is cool in that he's one of the last bastions of hope for non microsoft controlled game development (i.e. he uses open gl).

    long live open gl (hopefully)!

  74. keyword: Raycasting. by Ch_Omega · · Score: 1

    "I guess this depends on your definition of "3D" in games. I was under the impression that true 3D meant that passages and rooms could exist on top of each other, creating true multi-layer scenarios. This is something that Doom could not do, but that Bungie's Marathon did. By that definition, Marathon should get the honor of being the "first true 3D" game."

    You are right that Quake wasn't the first true 3D-game, or even the first true 3D-Shooter. If true 3D means objects and world made of filled polygons, games like Driller would surely qualify. It might even qualify as the first FPS.

    Marathon, however, used a technique called Raycasting for the environment, and sprites for the characters/objects, and this is also the case for Doom, Wolf3D, Duke3D etc. Raycasting works by having a two dimensional map(or several maps above eachother, as done in Marathon and Duke3D to create rooms above rooms), and then scan what is within the players field of view from his current position/direction.

    A Very simplyfied explanation:
    Imagine a chessboard where all the black squares exept a small rectangle in the middle of the board are replaced with white squares. You are in one of the corners, and are facing the oposite corner. The engine scans what you can see within your 90 degrees field of vision , and whenever it "hits" a black square or the walls of the chessboard, it stops and put a wall-texture there. White squares are ignored. What you would see from your position in the corner is a square room with a small stonehengeish rectangle in the middle of the room. Ofcourse, the Marathon engine is far more advanced, but the Wolf3D engine actually used squares with either an CLOSED(wall) or OPEN-state.

    I'm not sure, but I think I have read somewhere that John Carmack was the first to use this technique in the game Hovertank (minus textured walls) that was released in May 1991.

    I wish my english was better... This page has working code for a raycasting engine, and explains the consept far deeper than I am able to. :)

  75. Let the championship begin! by red_gnom · · Score: 1
    "I just want you to know that I can write slicker and tighter code than John."

    I propose to organize a match between the two code champions Mr. Gates and Mr. Carmack, which would allow Mr. Gates to prove that he is neither a coward nor a liar.

  76. This must be a first!!! by STratoHAKster · · Score: 1
    Wow! An article written about Carmack that doesn't mention his Ferrari! d:^)

    STratoHAKster

  77. Re:Id's Revenues: not commensurate with their succ by Ironpoint · · Score: 1

    "The low unit sales may be due to the type of game being produced, but this must be discouraging to the many independent studios."

    I don't think that shows licensing. For instance, there has to be a lot of titles licensing Quake 3. Elite Forces, Medal of Honor, Wolfenstein, Soldier of Fortune, Alice, etc.

    If your not making The Sims, the latest Tycoon game, or Everquest in PC gaming your not breaking $100 mil. And none of the people working on those are getting $500k profit sharing, I guarantee it. Most of the developers with the exception of that Rollercoaster tycoon guy aren't even working at their respective companies, they all moved on because the corporate machine has a way of taking over when the money comes in.

    So my point is, There is no money in PC studios unless you own it yourself and $20 mil is bank to you.

  78. Re:Oh dear, not again... by coltrane99 · · Score: 1

    Whomever modded all my posts down on this thread is an odd, vindictive little creature. How does a person get to be so petty and vicious? Parental abuse? Why does slashdot tolerate such blatanly unfair/unreasonable nonsense?