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The Technology Behind ID's Games

orac2 writes: "The current issue of IEEE Spectrum has an article on the groundbreaking technology behind iD Software's games, from the days of Commander Keen through to Return to Castle Wolfenstein. Graphics technologies covered include the original 2-D buffer trick that made side-scrolling games on the PC feasible, as well as the more modern Raycasting and Binary Space Partition Tree techniques. Carmack is quoted extensively."

323 comments

  1. Commander Keen! w00t by Ionized · · Score: 1

    now that was a classic series. anyone remember the secret commander keen level in doom ][?

    gotta love easter eggs....

    1. Re:Commander Keen! w00t by unicron · · Score: 2

      I remember Romero's head on a pike behind the last boss in Doom2.

      --
      Finally, math books without any of that base 6 crap in them.
    2. Re:Commander Keen! w00t by KewlPC · · Score: 1

      I remember the 2 Wolfenstein 3D levels in Doom II, which ended with you walking into a room, and in that room was Commander Keen.

      If you know the code to jump between levels, I believe the first Wolf3D level is #30 or #31. I discovered them by accident one day when I was making my own level for Doom II, and wanted to see how iD had done something, so I loaded up the Doom II .wad file. Surprise surprise, there were two levels at the end that I didn't remember playing through, so I loaded them into the map editor, realizing once I saw them that they were the rumored Wolf3D levels.

    3. Re:Commander Keen! w00t by Baikala · · Score: 2, Informative

      This part of the article is wrong.
      That's not Commander Keen it's Dangerous Dave, and that's not Quake it's Quake II.

      I know, I've played them all!

      --
      16,777,216 comments ought to be enough for any forum!
    4. Re:Commander Keen! w00t by ComaVN · · Score: 1

      yeah and the sound at the beginning of that level is the text "To win the game you must kill me, John Romero" backwards.

      I remember playing Doom in the middle of the night, totally drunk. It took me a while to realize that trying to look around corners by moving your head doesn't work.

      --
      Be wary of any facts that confirm your opinion.
    5. Re:Commander Keen! w00t by Algan · · Score: 1

      Actually I think the levels are #31 and #32. You can get into them from level 15. If you're thorough, you should find a computer map, and from there it's easy to check every corner of the level and find the secret exit. You can get into #32 by finding the secret exit close to the end of #31. And yes, there's a room full of hanged Commander Keens at the end of #32.

      --
      If con is the opposite of pro, is Congress the opposite of progress?
    6. Re:Commander Keen! w00t by unicron · · Score: 2

      Remember Duke3d, the map with the guy from doom dead on the ground? And duke goes "That's one doomed space marine"?..too damn funny.

      --
      Finally, math books without any of that base 6 crap in them.
  2. Man... Carmack is 31 by lingqi · · Score: 1

    Not to troll or anything -- but it did seem quite amazing. I keep thinking he was like 27 or some such.

    Does anybody here have opinions as to "when you grow older, you get [better/worse] at programming"?

    --

    My life in the land of the rising sun.

    1. Re:Man... Carmack is 31 by The+Living+Fractal · · Score: 0

      Yes, it's called 'experience'.

      I'm sure you've heard of it, the older you get, the more you have, it's great!

      --
      I do not respond to cowards. Especially anonymous ones.
    2. Re:Man... Carmack is 31 by CaffeineAddict2001 · · Score: 2

      Definatly better in Carmack's case. WAAAY Better.

    3. Re:Man... Carmack is 31 by EvilTwinSkippy · · Score: 5, Insightful
      You get a lot better. (Speaking as a 27 year old programmer.)

      C code is C code. No new languages, techniques, or processes will ever replace an experienced architect. Crap passes through an IDE every bit as well as the good stuff.

      I have a volunteer who works with me. The kid is brilliant, and has programming mojo pouring out of his eyebrows. But there are so many debugging techniques, algorythems, and habits that he doesn't have. (Yet.)

      I'm not saying older in neccissarily better. Experience is the key. 20 years of experience is 20 years of experience whether you start at 7 or 27. In my case it's 7.

      --
      "Learning is not compulsory... neither is survival."
      --Dr.W.Edwards Deming
    4. Re:Man... Carmack is 31 by robson · · Score: 4, Funny

      Not to troll or anything -- but it did seem quite amazing. I keep thinking he was like 27 or some such.

      Well, it's not as if 31 is that old... I mean, I'm 31, and I'm not "old"...

      ...right...?

      :)

    5. Re:Man... Carmack is 31 by Anonymous Coward · · Score: 1, Interesting

      Haha, programming at 7? You must have been a real prodigy.

      To program even the slightest bit, you have to understand boolean algebra and know basic mathematical things like recursion. I myself learned to do some real programming when I was 11 (i.e. more than just ifs, I mean calculating something with loops, recursion (though it took 2 more before recursion was a part of my natural programming repertoire) etc.), because before that I didn't have the basic mathematical tools to implement algorithms (and even though I tried to ask my father for help, he wasn't able to explain it at my level...).

      Also, if you've programmed for 20 years I'm quite sure you know how to spell "algorithm". There's one guy at the computer science department at the university where I'm studying who was doing demos at the age of 11 (and he actually invented some effects of his own). He has also competed in the IMO and stuff like that, so his quite good in maths (though I've been there once too, but I didn't manage to solve many problems ;)). So I don't think there are that many people who have done anything at younger age.

      And fact is that a smart programmer gets better the older he gets. That is if you keep coding. Many people tend to move away to management and they actually start to get worse.

    6. Re:Man... Carmack is 31 by captaineo · · Score: 2

      Id software is writing Doom III in C++... But yes, that's a rather tiny change after 10+ years of evolution. (there are also the various byte-code languages they've used for non-engine game logic, but most of those are still very C-like)

    7. Re:Man... Carmack is 31 by Anonymous Coward · · Score: 0

      over the hill eh?

    8. Re:Man... Carmack is 31 by Reziac · · Score: 2

      I'm 47, and you're all a bunch of green young whippersnappers. ;)

      --
      ~REZ~ #43301. Who'd fake being me anyway?
    9. Re:Man... Carmack is 31 by Anonymous Coward · · Score: 0

      >Well, it's not as if 31 is that old... I mean, I'm 31, and I'm not "old"......right...?

      Depends on what you want to do with the rest of your life.

    10. Re:Man... Carmack is 31 by Anonymous Coward · · Score: 0

      And you, my expert hacker friend, have yet to learn how to spell the word "algorithms"...

    11. Re:Man... Carmack is 31 by Hheero · · Score: 1

      programming doesn't have to be based on mathematics, more on simple logic.
      recursion can be learned without math, in fact i never even did recursion in math until about 2 or 3 years after i started programming.

      and as far as algorithms go, some of the popular less-advanced ones like binary sort can be understood through logic without being strong in math...
      i will agree though that more advanced development, such as creation of encryption and compression algorithms, requires a greater knowledge of math.

    12. Re:Man... Carmack is 31 by Anonymous Coward · · Score: 0

      Goatse.cx looks good at 320x200@256 colors.

    13. Re:Man... Carmack is 31 by MisterPo · · Score: 1

      This is *so* true.

      When I was younger (about 4 years ago), I used to be a very good coder which was not good considering I was meant to be a Civil Engineer.

      Finished with a terrible degree but the offer from my lecturers to do a pHD/MPhil in theoretical mathematics/engineering. Recognising that I could program like it was going out of fashion.

      Now in my current job of IT Consultant I have managed to completely forget how to program :( Though I did play with VBScripts the other day.

      Lesson: Dont let is slip, it aint like riding a bike!

      Po

    14. Re:Man... Carmack is 31 by shoptroll · · Score: 1

      Actually... the most basic program "Hello World!" requires no math skills...

      --
      Insert Sig Here
    15. Re:Man... Carmack is 31 by Anonymous Coward · · Score: 0

      Look, I did say sorry about the "old woman", it's just that from behind...

  3. Phenominal by EvilTwinSkippy · · Score: 1
    It is always neat to see the EE field get back to its roots. I personally learned computers with the original intent of writing my own games.

    In my case I found it more fun to program than to play.

    --
    "Learning is not compulsory... neither is survival."
    --Dr.W.Edwards Deming
    1. Re:Phenominal by martyn+s · · Score: 1

      I bet you didn't find spelling fun though, right? You must get a bunch of syntax errors whenever you try to compile.

    2. Re:Phenominal by CoolVibe · · Score: 2

      Doesn't matter. As long as his spelling errors are consistent, he won't have any trouble :)

    3. Re:Phenominal by EvilTwinSkippy · · Score: 1

      As a metter of fect I do oftan.

      --
      "Learning is not compulsory... neither is survival."
      --Dr.W.Edwards Deming
  4. Quake I / II by Shamanin · · Score: 3, Informative

    I read this in the IEEE spectrum. They kept mixing up the advances in Quake I with Quake II. They even refer to a picture of Quake II as Quake I. But, there was some interesting history nonetheless.

    --
    come on fhqwhgads
    1. Re: Quake I / II by Doppler00 · · Score: 2, Insightful

      I just received the issue of IEEE recently. I thought it was funny to see an article about id in a magazine like IEEE which usually discusses things like transistor band gaps and such.

      They talk about id's technology in depth, but they really don't understand the gaming culture that was behind creating the games. This was the driving force for the technology and it was far more important than just the latest advances in BSP.

      The original article even mentions that Super Mario Brothers 3 was for the Super Nintendo, which of course isn't true. It was for the original Nintendo Entertainment System.

    2. Re: Quake I / II by Moonshadow · · Score: 2

      There was a version of SMB3 for the SNES, included in the All Stars pack. It was much nicer graphically than the NES version.

      But the game rocked regardless :)

  5. Carmack is quoted extensively by selderrr · · Score: 1

    Pfew, quite a relief : iat's quite a change from Carmack being quoted intensively.

  6. Super Mario Brothers 3 didn't run on the SNES by Ted_Green · · Score: 3, Insightful

    "First, they decided to see if they could recreate on a PC the gaming industry's biggest hit at the time, Super Mario Brothers 3. This two-dimensional game ran on the Super Nintendo Entertainment System, which drove a regular television screen."

    If they can't even get that right, how am I to believe what they say about frame buffering, Hmmmmmmmmmm?????

    I'm going to go get some pie instead.

    1. Re:Super Mario Brothers 3 didn't run on the SNES by Anonymous Coward · · Score: 0

      I contacted them about their error at 8am this morning. I can't believe they haven't fixed the article yet.

      What's cool is the person I wrote said I was the first to notice the error. :)

    2. Re:Super Mario Brothers 3 didn't run on the SNES by Captain+Large+Face · · Score: 2

      What about Super Mario Allstars? That included Super Mario Bros. 3, and was only released on the SNES..

  7. Carmack IS God! by casings · · Score: 5, Interesting

    I mean, hes not only a very good programmer, he looks like a computer dork, has a phat car, and actually cares what the community thinks about his games. As was the case when there was such a backlash about fixing the bug in the engine of quake2 that produced the strafe jump, he changed it, uproar ensued, he changed it back.

    Carmack embodies what every programmer and any kind of computer company should strive to be.

    Carmack has embraced the platform-generic opengl, and even coded his engine to be compatible on every major os. I love you carmack, please have my love child.

    I MEAN C'MON hes the one responsible for such things as the infamous railgun, and the hilarious warnings about piracy on my copied version of wolf3d, which i still play on my 386 laptop.

    1. Re:Carmack IS God! by Pfhreakaz0id · · Score: 5, Funny

      Crap!, I've got mod privs right now, but I can't find my -1, Fawning!

    2. Re:Carmack IS God! by brsmith4 · · Score: 1

      I mean, hes not only a very good programmer, he looks like a computer dork, has a phat car, and actually cares what the community thinks about his games.

      And I'll bet he even has a hot girlfriend/wife. this is a man that all uber-geeks should strive to emulate.

    3. Re:Carmack IS God! by DeltaSigma · · Score: 2, Funny

      So you're a disciple of Quake 3 too?

    4. Re:Carmack IS God! by casings · · Score: 1

      till death do we part.

    5. Re:Carmack IS God! by KewlPC · · Score: 1

      Last I heard, he was married to Katherine Anna Kang (who used to work at id Software). I saw a picture of her once, but since she wasn't the subject of the photo, she was a little out of focus. But she didn't look too bad.

    6. Re:Carmack IS God! by Anonymous Coward · · Score: 0

      Actually the railgun is from the Schwarzenegger movie "Eraser"...

    7. Re:Carmack IS God! by drix · · Score: 2
      --

      I think there is a world market for maybe five personal web logs.
    8. Re:Carmack IS God! by Redline · · Score: 1

      Don't forget he validated the shareware game sales model. Doom proved that if your software was actually good, people would buy shareware, and buy a *lot*.
      That's why Carmack will always be my pusher. He gives the first hit for free. :)
      Now I am just waiting for him to say the magic word: d3test

    9. Re:Carmack IS God! by kin_korn_karn · · Score: 1

      I had her first. She spits.

    10. Re:Carmack IS God! by Anonymous Coward · · Score: 0

      When John Carmack travelled through time
      To the year 3010..
      He fought the Evil Robot King
      and saved the Human Race again
      And when John Carmack built the pyramids
      He beat up Kublah Khan..
      Cos John Carmack doesn't take shit
      from a-ny-bo-dy!

    11. Re:Carmack IS God! by snake_dad · · Score: 1

      endboss?

      --
      karma capped .sig seeking available Slashdot poster for long-term relationship.
    12. Re:Carmack IS God! by bashibazouk · · Score: 1

      Aside from the graphic wiz bang, what I always loved about early ID games was that you loaded it up and it worked. It worked with only a handful of files. This was revolutionary compared to either the game that stuck 550+ files in a directory or anything from sierra. The hours of torture I spent trying to build the perfect autoexec.bat and config.sys file to get one of the Dynamics flight sims to run has made me wary of sierra games ever since.

    13. Re:Carmack IS God! by Anonymous Coward · · Score: 0

      If he were gay, I'd go out with him in a heart-beat! Cute (in a nerdy way), AND intelligent! What are the odds? Anyone know?

    14. Re:Carmack IS God! by Anonymous Coward · · Score: 0

      I dunno. I saw him speak once, and he sounded sorta gay to me. At least that was my assumption. I didn't know about any wife or girlfriend. Maybe she's a beard? Who knows.

    15. Re:Carmack IS God! by Simon+Garlick · · Score: 1

      I don't disagree with the spirit of your post, but the railgun was the result of Tim Willits's input, and he blatantly ripped it from the Schwarzenegger movie "Eraser".

    16. Re:Carmack IS God! by Anonymous Coward · · Score: 0

      Behold the WAD.

    17. Re:Carmack IS God! by dimator · · Score: 2
      --
      python -c "x='python -c %sx=%s; print x%%(chr(34),repr(x),chr(34))%s'; print x%(chr(34),repr(x),chr(34))"
    18. Re:Carmack IS God! by Provocateur · · Score: 1

      backlash about fixing the bug in the engine of quake2 that produced the strafe jump

      and even before that, IIRC, he had to fix the Quake1 problem to avoid 'respawn fragging' where your opponent merely had to wait at the next spot where you respawned and kill you instantly, allowing for consecutive kills

      --
      WARNING: Smartphones have side effects--most of them undocumented.
    19. Re:Carmack IS God! by Provocateur · · Score: 1

      white man?

      Are you referring to us geeks that live and work in the basement with the shades drawn so that the screen looks clearer?

      Take that back!

      --
      WARNING: Smartphones have side effects--most of them undocumented.
    20. Re:Carmack IS God! by kin_korn_karn · · Score: 2

      A WINNER IS YOU !!

      [as I sit here going "duhhh" waiting on the slow down cowboy filter... fucking piece of shit]

    21. Re:Carmack IS God! by Vulture_ · · Score: 1

      He also has a keen understanding of 3D graphics and networking. Remember that he's the one that designed Quake's client-server architecture, some variant of which is used by (almost?) every modern FPS. He also designed Quake's rendering engine -- software 3D (complete with texture mapping, particles, dynamic lighting, etc) on a fast 486 and barely a sprite in sight! How cool is that?

      --

      The only way the typical /.er can pick up a chick is with a forklift. -- AC

    22. Re:Carmack IS God! by junkgrep · · Score: 2

      The Schwarzenegger movie "Eraser" is hardly the first place in which the idea of railguns appeared, nor is it even the first place that famous "corkscrew" effect has been associated with. You might as well accuse "Eraser" of basically stealing Piccalo's signature move from DBZ (in the US, known as "Special Beam Cannon"): it's exactly the same idea.

    23. Re:Carmack IS God! by arkanes · · Score: 2

      I feel your pain. I myself feel this strange twinge in my chest every time I see the Sierra logo.

    24. Re:Carmack IS God! by Anonymous Coward · · Score: 0

      Suckee Suckie? Long time.

      Blasphemy!
      Ahr doo bee yah ass ?

    25. Re:Carmack IS God! by Simon+Garlick · · Score: 2

      Well, put it this way. One day while drinking beer and talking bullshit about games with Tim Willits, he said to me "...yeah, the railgun was my idea, I was the one who pushed to get it in the game. You know where I got the idea, right? I just completely ripped it from 'Eraser'..."

  8. Excellent diagrams by jukal · · Score: 4, Informative

    This one is particularly good: about binary space partition tree.

    1. Re:Excellent diagrams by jtdubs · · Score: 5, Informative

      Binary space partitioning trees proper have fallen out of use in games.

      All BSP-based games now-a-days use Solid Leaf BSP trees, which are a variation of the original and have many more useful properties for games.

      It is these trees and the sectors that they create that are used for determining portals.

      If two sectors have the same portal then those two portals connect and can see eachother. If a portal has no pair, then it is a portal out in to infinite space and is hence a leak in your map. Assuming, of course, a map based on a single BSP tree.

      Once you have portals, PVS generation is easy. And there you go, BSP and PVS.

      A lot of modern research is shying away from BSP and PVS. They limit you to indoor spaces. Entirely different technology is required for outdoor scenes. And then special hacks and logic are needed to allow for seamless transitions between the indoor and outdoor worlds.

      Some think that octrees with a form of occlusion culling might very well be better as they can represent both indoor and outdoor geometry without making any distinction between them. They are much harder to cull though as no handy PVS information is present and only more difficult methods exist such as Z-pyramids.

      Others stick with BSP and PVS and use the one-sided portals that would normally represent leaks but instead in this case represent windows from the BSP into the terrain, and vice-versa. This combined with some extra lighting and shodow-volume information and you can have your lighting and transitioning between indoor and outdoor be seemless.

      Anyway, just the ranting of a bored man at work.

      Justin Dubs

    2. Re:Excellent diagrams by Anonymous Coward · · Score: 0

      I assume you are being sarcastic - I thought i undestood BSP until I looked at that crappy diagram.

    3. Re:Excellent diagrams by jukal · · Score: 2
      > I thought i undestood BSP until I looked at that crappy diagram

      Point us to a better ONE - image that is? Here's the FAQ anyway.

    4. Re:Excellent diagrams by Anonymous Coward · · Score: 0

      One problem though. The screens of games id produced show a game they identify as Commander Keen. That screen shot is not of Commander Keen!!! It's definately not. I think the game they show is Halloween Harry, which was made by Apogee, which does not give Commander Keen justice. Commander Keen's the best side scroller game for the computer by far, and I play it still from time to time.

    5. Re:Excellent diagrams by roman_mir · · Score: 2

      Noticed that as well, only it is not Halloween Harry, it is Dangerous Dave I believe.

    6. Re:Excellent diagrams by jukal · · Score: 2

      Yeah, probably Dangerous Dave and Haunted Mansion, $9.95 :)

    7. Re:Excellent diagrams by Anonymous Coward · · Score: 0

      The license plate on my 330ci convertible reads SOLARIS - I am a die-hard Stanislav Lem's fan

      The license plate on my M3 reads EATPOOP

    8. Re:Excellent diagrams by Broccolist · · Score: 1

      Excuse my ignorance, but I've never understood why radically different techniques seem to be necessary for rendering outdoor scenes. I would've thought that an outdoor space is just like an indoor space, minus the ceiling. Could anyone explain this to me?

    9. Re:Excellent diagrams by Buzz_Litebeer · · Score: 2, Informative

      The problem is, is that BSP tree's cut a scene up into things that need to be rendered so only what a person can "see" is rendered.

      take for example, if you were looking at a house from the outside, and all the windows were tinted dark, for all intents and purposes there is nothing in the house right?

      This is because you cannot "see" anything inside of the house. Now lets take this a bit further, imagine you were looking down a hallway, and if you went to the end, turned right, then went forward, then turned right again, you would see something else, but before you went forward, and turned around the corner, you do not nececerrilly have to "see" whats around the corner, because essensially it does not exist.

      this is what a BSP tree, and other pruning methods do, a bsp tree trys to break up a map or set of vertices in a way that allows the software to render only what you can see, and what you are about to see, this makes it so that the computer doesnt have to render a lot of extraneous stuff.

      back to the house example, lets say you were rendering a house, and you defined every single possible item in the house as well (ie you could go into the house and look around), but you could see no objects from outside the house (imagine the house is a little box) so a BSP tree algorithm would take the scene, and if you were in some position outside of the house, it would not load all the vertices of the internal components of the house, but just load the vertices for the outside of the house and render them, so that the computer would not have to draw all the items in the house, items that you do not have to see. The smarter algorithms used in quake games for small rooms and small inside areas, will also load and draw things you could see "soon" ie, if you were walking down the hall, it would also render the next section of hall that you are coming up on when you got close to the hall. when you turned down the hall, and moved sufficiently far, or turned another corner, it would then remove those vertices from being rendered until you came back around again.

      Now to why this causes problems for large outdoor scenes. this can be many reasons, many times if an outdoor scene is complex (ie has a lot of vertices) the game engine doesnt really have a lot of options on pruning what you see, and what you might see, so it causes slowdown because it draws EVERYTHING outside, regardless of if you can see it at the moment. if you have high render intensive items such as polygonal tree's it can truly slow the game down incredibly to render it, and causes other problems.

      then open ended nature of outside areas, and having to draw skys can cause problems too. Its a pretty complicated subject, I hope someone can elaborate more, since I just got done (last semester) with a class that basically went over these concepts on inside spaces, I haven't full explored all the reasons for the problems of doing it outside, but thats what I am pretty sure of.

      Buzz OUT.

      --
      If you don't vote, you don't matter, so don't waste your time telling me your opinion
    10. Re:Excellent diagrams by koh · · Score: 1

      That's why alternatives are showing up, like octrees with mini-BSP-trees as leafs, in order to have both good occlusion culling and fast front-to-back/back-to-front traversal.

      So the BSP tree is not dead yet :) It's only its use that changes.

      --
      Karma cannot be described by words alone.
    11. Re:Excellent diagrams by jtdubs · · Score: 3, Informative

      No problem. This is a common question.

      Here's the thing.

      BSP trees work by breaking up the world into arbitrary convex hulls. This is good because you can render a convex hull that you are inside without worry about some of the triangles overlapping other ones.

      In other words, take two cubes connected by a recangular hallway.

      Theoretically the BSP tree could divide this into three sectors. One for each room, and one for the hallway. Each of these individual sectors is a convex hull.

      So, if you are in the sector for a room you can just render that entire sector, without using a z-buffer or any kind of depth testing, and you don't have to worry about things overlapping. I mean, there is nowhere in a room where you can stand where the left wall and the floor will overlap.

      See what I mean?

      Now, while you are rendering the room you render it's portals. It has a portal connecting it to the hallway sector. So, you render the hallway's sector, clipped to the polygon that is the portal.

      Then, while drawing the hallway you draw the sector connecting to the second room. So, you draw the second room, clipped to the portal leading from the hallway to that room, which is already clipped to the original portal.

      So, we just drew the two rooms and the hallway, with no traingles overlapping.

      This is exactly how the original portal-based renderers worked.

      Now, why doesn't this work for outdoor scenes?

      Imagine a large field with rolling hills. Now, try and find a convex hull. It's tough.

      Imagine a hill shaped like a dome.

      This dome forms a conCAVE hull. You can't break it down in to ANY convex hulls. So, every single triangle has to be part of it's own, unique, convex hull.

      So, now every triangle in this hill is it's own sector. Our BSP tree is huge. And we have MILLIONS of portals connecting every triangle to the ones next to it.

      This is HORRIBLY ineffient and slower than just brute force rendering.

      So, to summarize. Indoor scenes tend to be easily decomposable into convex hulls. And hence work well with BSP trees and PVS. Outdoor scenes aren't. They tent to have a lot of concave areas.

      So, hope that helps.

      Justin Dubs

    12. Re:Excellent diagrams by jtdubs · · Score: 2

      Yes, you are exactly right.

      In fact, I'm doing a good deal of research right now into octrees.

      Would you have any good links or books to suggest for occlusion culling algorithms?

      Justin Dubs

    13. Re:Excellent diagrams by Broccolist · · Score: 1

      Thanks a lot, your explanation was very clear.

  9. carmack deserves by Anonymous Coward · · Score: 0

    ...a monument

  10. Great article by qurob · · Score: 2


    Excellent. I wish I had read it when I was 12! ;)

  11. Minor error in the actual magazine by NotAnotherReboot · · Score: 1, Redundant

    In the print version they show a screenshot of Quake II and identify it as being the original Quake and they also credit Return to Castle Wolfenstein as being an id project while in fact Gray Matter Studios did the bulk of the work on it (id has been working on DOOM III).

    1. Re:Minor error in the actual magazine by Anonymous Coward · · Score: 0
      "they also credit Return to Castle Wolfenstein as being an id project..."


      You mean where they say (towards the end of the article) "Carmack himself feels that his real innovations peaked with Quake in 1996. Everything since, he says, is essentially refining a theme. Return to Castle Wolfenstein, in fact, was based on the Quake III engine, with much of the level and game logic development work being done by an outside company. "

    2. Re:Minor error in the actual magazine by Anonymous Coward · · Score: 0

      And more: The Commander keen picture they showed isn 't from Commander Keen at all. Keen 1-3 had smalles sprites, Keen 4-6 + Dreams were somewhat 3-dimensional. Furthermore, Keen 1 had a Mars look, Keen 2 a spaceship look and Keen 3 had really bright colors. I think it's from Duke Nukem 1 or one of the many clones of it.

  12. Truly impressive by aengblom · · Score: 5, Informative
    The truly breakthrough technology is that ID made it possible to spontaneously induce vomiting without noxious fumes! ;-)

    ARRG (offtopic)
    Editors please (as in pretty) fix this:

    User types in comment and submits it (without subject). Is told to type in subject, but then is told "you have submitted to quickly." User loses comment because it is cleared from browser cache and slashdot doesn't put it in the error page.

    ( /offtopic )

    --


    So close and yet so far from the world's perfect ID number
    1. Re:Truly impressive by Mr+Thinly+Sliced · · Score: 2, Funny

      It takes the mod points and rubs them in its skin.

      Else it gets the hose again, doesn't it precious.

    2. Re:Truly impressive by BorgCopyeditor · · Score: 1

      Put the fucking mod points in the basket!!!

      --
      Shop as usual. And avoid panic buying.
    3. Re:Truly impressive by Anonymous Coward · · Score: 0

      Wait and reload the error page, the form will be re-submitted. If you just back up, your browser may clear the cache (along with the form data).

  13. ...never mind. by Ted_Green · · Score: 1

    I feel bad, as I only point out the errors of others to create a superficial ego for my inadequacy as a human being.

    Besides, I ran out of pie.

    1. Re:...never mind. by bugg · · Score: 2
      Ever play Super Mario Brothers Allstars? Nintendo released ports of SMB, the english version of the Japanese SMB2 (a.k.a. "SMB: The Lost Levels"), SMB2 (based on Doki Doki Panic), and SMB3 for the SNES. Of course, that's not what the article meant, and we both know it, but...

      I just felt like nitpicking a nitpick.

      --
      -bugg
    2. Re:...never mind. by chromentis · · Score: 1

      umm... mario all-stars was out long after super mario world, and by then wolf3d was out. that would mean they would have ported mario after wolf3d.

      Oh no! i'm worse... now i have to pointing out the errors in other people's comments on message boards! i'm inadequate to the power of ten.

    3. Re:...never mind. by chromentis · · Score: 1

      wait a second... i cant read... ugh.

  14. What I read... by Tall+Rob+Mc · · Score: 5, Funny

    Basically, what I got out of this article was that John Carmack is almost single-handedly responsible for all of my non-productive time over the past 10 years. Thanks John!

  15. The Evolution of the id Engine by death00 · · Score: 4, Interesting

    "There were critical points in the evolution of this stuff," Carmack says, "getting into first person at all, then getting into arbitrary 3-D, and then getting into hardware acceleration....But the critical goals have been met. There's still infinite refinement that we can do on all these different things, but...we can build an arbitrary representational world at some level of fidelity. We can be improving our fidelity and our special effects and all that. But we have the fundamental tools necessary to be doing games that are a simulation of the world."

    This article highlights how far we have come as game developers. id has been the "poster child" of the game development community, with the majority of other game developers following their lead. Doom III will continue this trend.

    The next generation of games is going to be outstanding!

    This article gives a great view of where we can be going with new technology. How realistic will games be in 10 years? My guess is that the graphic reality will become nearly indistinguishable from real life, but the greatest innovations will be in game-play. Interfacing with a keyboard/mouse/joystick isn't realistic. Voice control and force-feedback-like technologies are the way of the future, if our computing power can support it.

    Kudos to Carmack on 10 years of FPS game design. Here's to the next 10!

    1. Re:The Evolution of the id Engine by ziggles · · Score: 1

      My problem is, more realistic graphics just don't excite me anymore. The gameplay of an FPS has been the same since Wolfenstein 3D. I'm bored with it. Really pretty graphics don't fix repetitive gameplay.

      Sure there are exceptions, Deus Ex and Thief were great for bringing something new into games with a first person perspective, now those teams are working on DX2 and Thief 3, which will be the more of the same, but more refined. Someone tell me when PC games become innovative again. Until then I'll stick to consoles.

    2. Re:The Evolution of the id Engine by SpryGuy · · Score: 1

      Don't forget Max Payne... I loved the meshing of the graphic novel (comic book!) with the FPS genre. Very entertaining, imho. And of course, you gotta love "bullet-time"...

      --

      - Spryguy
      There are three kinds of people in this world: those that can count and those that can't
    3. Re:The Evolution of the id Engine by Art+Tatum · · Score: 2

      I'll tell you what I want. I want integration of FPS, Flight Combat Sims, Strategy Sims, and Tank Sims into a complete multiplayer battlefield. It would be best if we could make enough networking advances to do it massively multiplayer.

    4. Re:The Evolution of the id Engine by t0ny · · Score: 0

      did anyone read about the true 3d displays that are being worked on? If you combine that with a game that can accurately model a real-world environment, that equals some seriously bad-ass deathmatches.

      --

      Manipulate the moderator system! Mod someone as "overrated" today.

    5. Re:The Evolution of the id Engine by Anonymous Coward · · Score: 0

      Wouldn't the guy carrying the nukes always win?

    6. Re:The Evolution of the id Engine by Art+Tatum · · Score: 1
      Wouldn't the guy carrying the nukes always win?

      As with all computer simulations of war, there have to be concessions for the sake of balance. Of course, even in the "real world" nukes are not plausible weapons in conventional warfare anyway.

    7. Re:The Evolution of the id Engine by certron · · Score: 1

      Sounds like Tribes 2 to me... Sort of.

      There have been some interesting action/strategy mixes before, Black and White comes to mind, as does Actraiser. It seems rather sporadic, though... I think this would be something definitely worth looking into. Players could use strategy to refine their forces and attributes, and then have a certain edge during the action phases. Being able to choose your armaments in Mechwarrior is sort of like this, though, so maybe it isn't as innovative as I am thinking it is.

      --

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    8. Re:The Evolution of the id Engine by Art+Tatum · · Score: 1
      I was rather thinking of something where people could specialize. People like different things. Some people just can't get enough FPS, while others will give anything to fly a P-51. I was thinking that those who love strategy (and are good at it) could become Generals and direct the placement of all the action nuts. You would need a *lot* of maps simulating different locations. Plus, you would need some way of maintaining a persistent state. If you lose 3 armored personnel carriers in one battle, your company has to march to their next location, thus causing them to lose some of their stamina (which would translate into not being able to move as fast in the heat of battle, losing accuracy in your aim, and so on).

      That's a pretty difficult thing to do, I imagine, but that's what makes this stuff fun.

  16. Id didn't develop the Keen trick by Junks+Jerzey · · Score: 4, Informative

    Good article, but the Commander Keen scrolling trick was old news by then. Lots of Apple II, Atari ST, and Amiga scrolling games did the same thing. Impressive? At the time, yes. But let's not get too carried away with giving Carmack credit for everything.

    1. Re:Id didn't develop the Keen trick by Anonymous Coward · · Score: 1, Insightful
      The article points out that the scrolling trick is older than even the Apple ][:

      "Carmack wrote a so-called graphics display engine that exploited both properties to the full by using a technique that had been originally developed in the 1970s for scrolling over large images, such as satellite photographs."

      Carmack was just the first to do it succesfully on a PC.

    2. Re:Id didn't develop the Keen trick by Laser_47 · · Score: 1

      Those machines (and the C-64 also) were primarily game playing machines that had specialized buffers and hardware sprites for building scrolling games. Doing such on the PC was quite a hack for the time.

    3. Re:Id didn't develop the Keen trick by Russ+Steffen · · Score: 2

      I can't speak for the Apple and Atari, but on the Amiga and C64, screen scrolling was quite different than the technique Carmack had to use on the PC. Both Amiga and C64 had hardware scrolling, and just by incrementing a single register the screen could be scrolled in single pixel imcrements both horizontally and vertically. The point was that Carmack found a way to achieve the same effect on hardware that was not intended to do that.

    4. Re:Id didn't develop the Keen trick by Junks+Jerzey · · Score: 2

      Those machines (and the C-64 also) were primarily game playing machines that had specialized buffers and hardware sprites for building scrolling games.

      No, the Apple II and Atari ST did not. And even on the Amiga, you still had to use the "only update the edges" trick to get good performance.

      I'm not being hard on Carmack here. I just don't think the author of the article knows all that much about game and hardware history.

    5. Re:Id didn't develop the Keen trick by Junks+Jerzey · · Score: 1

      Both Amiga and C64 had hardware scrolling, and just by incrementing a single register the screen could be scrolled in single pixel imcrements both horizontally and vertically. The point was that Carmack found a way to achieve the same effect on hardware that was not intended to do that.

      Ah, but you're incorrect. Yes, you could move the Amiga's screen around in memory, but it's not like you had the room for a giant bitmap representing an entire level that was 10 screens long and 2 screens high. So you did a limited scroll and blitted "tiles"--using the blitter of course--at the screen edges. This is exactly like the technique used on the PC. State of the art game programming, circa 1987.

    6. Re:Id didn't develop the Keen trick by EverDense · · Score: 1

      PCs did not have blitters. PC memory addressing system also made this more difficult. Amigas were easy to program graphic applications on, PCs were not. You are comparing apples and oranges.

      --
      http://jesus.everdense.com/
    7. Re:Id didn't develop the Keen trick by Anonymous Coward · · Score: 1, Informative

      Umm.. The Amiga had a SuperBitMap mode where you could do smooth hardware scrolling without CPU, by having the copper(?) look at a memory range and a window to display with the ability to do transparancy. Although in this mode you were really limited in screen size and color pallets.
      For those colorful games, you did need to pull tricks like this, but to match an EGA or CGA color list, you could use the copper to take care of it for you.

      As far as I am concerned, Doom killed the Amiga.

    8. Re:Id didn't develop the Keen trick by Junks+Jerzey · · Score: 2

      PCs did not have blitters. PC memory addressing system also made this more difficult. Amigas were easy to program graphic applications on, PCs were not. You are comparing apples and oranges.

      Reading comprehension: zero.

    9. Re:Id didn't develop the Keen trick by Tet · · Score: 2
      Both Amiga and C64 had hardware scrolling, and just by incrementing a single register the screen could be scrolled in single pixel imcrements both horizontally and vertically. The point was that Carmack found a way to achieve the same effect on hardware that was not intended to do that.

      Yes, by using double buffering, a well known technique by that point (I'd been using it for many years by then, for example, starting somewhere around 1985 or so). Although the C64 and Amiga supported hardware scrolling, that wasn't always appropriate to the task in hand, and double buffering was used extensively on both systems before 1990.

      --
      "The invisible and the non-existent look very much alike." -- Delos B. McKown
    10. Re:Id didn't develop the Keen trick by drivers · · Score: 3, Insightful

      Good article, but the Commander Keen scrolling trick was old news by then. Lots of Apple II, Atari ST, and Amiga scrolling games did the same thing. Impressive? At the time, yes. But let's not get too carried away with giving Carmack credit for everything.

      The article doesn't say that The Carmack invented smooth scrolling full stop. It said that he figured out how to do it in EGA mode on the PC. The market for EGA cards was much larger than any of those closed (but optimized for cool graphics and sound unlike the PC) platforms.

      Kind of like how someone figured out how to [kind of] play digital sound through the standard PC beeper. Of course the Amiga, etc. could do that with dedicated hardware but that's not the point.

    11. Re:Id didn't develop the Keen trick by solopido · · Score: 1

      Doesn't anyone remember Ultima Underworld? A 3d game that came before DOOM and was basically the same in appearance (3d textured rooms, could even look up and down while you couldn't in DOOM, 2d sprites for monsters). But since DOOM was such a success that id games are given the credit for pushing the envelope. I'd liken it's success more due to the game's fun factor and replayability than due to the technology itself. id has pushed numerous areas but their technology does not adapt to certain types of games well, i.e. their terrain renderer in Q3A is weak compared the Tribes2 terrain renderer.

      While I'm a big id fan it bothers me that they are the defacto game company when it comes to hardware benchmarks and similar items. Most of the review sites always use Quake3 as a benchmark, while good it shouldn't be the only benchmark. Gamers are branching out from the Quake style games and a more generalized set of games should be used as benchmarks not just id games, i.e. anything besides your standard indoor BSP shootem up engine.

    12. Re:Id didn't develop the Keen trick by xenocide2 · · Score: 2

      You know its possible to write software blitters. I believe that theres one in Michael Abrash's Black Book of Computer Graphics.

      --
      I Browse at +4 Flamebait

      Open Source Sysadmin

    13. Re:Id didn't develop the Keen trick by neonstz · · Score: 2

      As others have pointed out, Carmack was the first to do this on the PC. I do not have much experience in coding for the EGA, but I've done my share of VGA register-level programming.

      Basically, to achieve smooth scrolling etc you have to have a screen buffer which is larger than the visible part of the screen. By using mode-x on the VGA it is possible to address 256k of videomemory using only a 64k window and setting a mask you select which pixels to address. Another thing which is mentioned in the article is to store graphics tiles in video-memory instead of system-memory. If you set up some registers, you can perform a video-video memory copy with regular CPU instructions without actually moving data from the cpu to video memory and vice-versa. A read followed by a write will just copy the data from one part of the video memory to another part.

      To achieve smooth scrolling, you just set the starting address to somewhere in the buffer + set up scroll registers (in mode-x you can only select every 4th pixel as starting address). In the EGA only bitplane-modes are available., but the same scroll registers/screen buffer start address-registers are available. This is about the same way the amiga does it, but a bit more limited. (The amiga had separate addresses for each bitplane, and two scroll-registers, one for odd planes and one for even. It also had the blitter hardware which could move chunks of data with different logical operations and shifting).

    14. Re:Id didn't develop the Keen trick by Maserati · · Score: 1

      Heh. If the Apple ][ had had hardware sprites, then Aztec wouldn't have been nearly as surreal a game as it was.

      --
      Veteran, Bermuda Triangle Expeditionary Force, 1992-1951
    15. Re:Id didn't develop the Keen trick by CoolVibe · · Score: 2
      Uhm, correct me if I'm wrong, but isn't blitting just dumping some values into an area of memory that just happens to belong to the video card?

      $B800 or $A000 was the address I believe. good enough for MCGA (320x200 256 colors) graphics. I remember the turbo pascal days where one reserved a piece of mem off screen and used Memmove or something to "blit" it in video mem and waiting for vertical retrace to make it smooth.

      Basically, I wrote my own blitter in software. It's not as fast as a hardware blitter, but hey, it does the trick.

    16. Re:Id didn't develop the Keen trick by EverDense · · Score: 1

      Yeah, I meant it did not have hardware blitter. The address was $A000. I was doing the same thing back in the day.

      --
      http://jesus.everdense.com/
    17. Re:Id didn't develop the Keen trick by tgibbs · · Score: 2

      No, the approach of modifying the base of the graphics buffer to achieve smooth scrolling did not work on the Apple II, because the memory location of the Apple II's graphics buffer was fixed by the hardware (well, two locations actually, since it did provide for double buffering. Basically, there was no way to scroll on the Apple II without rewriting the entire graphics buffer.

      However, I do remember an Apple II maze game with a first-person perspective, long before Wolfenstein 3D. And it was lightning fast (unfortunately, I don't recall the name). I'd love to know how that was implemented. However it was a pure maze game, not a shooter.

    18. Re:Id didn't develop the Keen trick by BitGeek · · Score: 2


      And of course its worth pointing out that Doom is actually a 2-D game with the 2.5D rasterization trick.

      I worked on a killer game that was a LOT of fun, was true threeD and came out before Quake. I think its the first true 3D game ever released. The name of the game was Locus.

      It was a great game, better technology than Quake, ran faster, etc. But due to poor marketing on the part of GT Interactive, and a game concept slightly more difficult than the obvious no-thought first person shooter, it did not sell too well.

      So, everyone thinks Quake was the first 3D game (Some even think Doom was!) and history, as they say, is written by the winners.

      There might have been a true 3-D game before Locus (I played ultima Underworld, both kinds, but don't think it qualified).. so I might be wrong. But we certainly beat quake to market.

      So it goes, I certainly enjoy Quake3.

      --
      Yeah, and you guys panned the ipod too: http://apple.slashdot.org/article.pl?sid=01/10/23/ 1816257
    19. Re:Id didn't develop the Keen trick by BitGeek · · Score: 2


      Where by "Rasterization trick" I meant to say "raycasting trick". A good technology for the time, and also not invented by Carmack, but put to good use in Doom. It just isn't an actual 3D modeled world.

      Descent used the same trick, only it used two raycasts, so instead of boxes, you got tunnels.

      This is not to bash Carmack, his merits speak for themselves. But the perception of him is a bit out of line with reality-- I find no fault with him, but he is a mortal, not a god.

      Hell, the networking in the current version of Quake still sucks even though I showed him a better way well back in 1996!

      So it goes.

      --
      Yeah, and you guys panned the ipod too: http://apple.slashdot.org/article.pl?sid=01/10/23/ 1816257
    20. Re:Id didn't develop the Keen trick by doofusclam · · Score: 1

      Yes but they run dog-slow, especially on a 80's vintage 680000 @ 4mhz.

      Also the ST didn't have any hardware scrolling, but demo groups such as mine and TEX worked out how to fug around with 50/60hz switching in the graphics chip, which was essentially just a DAC, to emulate hardware scrolling.

      Now it may seem primitive to most of you guys but THAT was a hardware hack. In these days of APIs for this and wrappers round that, you don't get anywhere near the metal. In those days we did and it was a nice way of distinguishing your work from someone elses.

      seany

    21. Re:Id didn't develop the Keen trick by Anonymous Coward · · Score: 0

      Oh yes, I remember the Apple II!!!

      Hires mode = 280x192 pixels.

      Very strange color coding (8 bits / 7 pixels ?).

      2 possible graphic buffers, starting at $2000 or $4000.

      The 3d maze game, wasn't it "The Eidolon" ?

      (Computer game gods existed before your carmack guy)

    22. Re:Id didn't develop the Keen trick by Anonymous Coward · · Score: 0


      Apple II graphic architecture:

      http://web.pdx.edu/~heiss/technotes/aiie/tn.aiie .0 3.html

    23. Re:Id didn't develop the Keen trick by Vulture_ · · Score: 1
      Descent used the same trick, only it used two raycasts, so instead of boxes, you got tunnels.
      And there was no problem doing room-over-room, positioning ships above/below each other, etc. It may not have been true 3D (I always thought it was until now), but it was damn close.
      --

      The only way the typical /.er can pick up a chick is with a forklift. -- AC

    24. Re:Id didn't develop the Keen trick by famebait · · Score: 1

      The article doesn't say that The Carmack invented smooth scrolling full stop. It said that he figured out how to do it in EGA mode on the PC.

      Some invention. I've done scrolling on the EGA (and I could hardly program then): if you know about the general technique from before, it's perfectly obvious how to proceed for any PC programmer who has the card spec. OK, so noone had done it on that particular hardware before. Big deal in a 'first post' kind of way. I'm not dissing Carmack here, just saying that this particular exploit does not constitute a stroke of genius. At least not by then.

      Kind of like how someone figured out how to [kind of] play digital sound through the standard PC beeper

      Indeed, it's a very different point. That was a new hack.

      --
      sudo ergo sum
    25. Re:Id didn't develop the Keen trick by arkanes · · Score: 2

      the dungeons in Ultima 4 had a first person pseudo-3d perspective, too. Pretty sure that was before Wolfenstein.

    26. Re:Id didn't develop the Keen trick by markh1967 · · Score: 1

      I'm sure that the Atari ST couldn't do this. Its 16-colour mode consisted of 4 bit planes that made horizontal scrolling by anything other than multiples of 16 pixels slow and awkward - lots of shifts involved to move bit planes from one block to the next. I can't recall any ST games that managed smooth horizontal scrolling; most resorted to jumping the display as the player approached the edge of the screen.

      --
      Input error. Replace user and press any key to continue.
    27. Re:Id didn't develop the Keen trick by Anonymous Coward · · Score: 0

      Just for your insane ignorance, I'm going to teach you about some of the atari st games which could do horyzonthal scrolling :

      leatherneck
      return to genesis
      rtype
      st dragon
      ghost and goblin
      ghouls and gosts
      turrican
      zool
      enchanted land (the smoothest scrolling ever made)
      even some psygnosis amiga hit I don't remember the name which was ported to atari
      toki
      and I could give you 1000 more games......
      (you can check www.atari.st to get all the shoot them up you want, there were more than 3 000 games for the atari st and most of them handled horyzonthal scrolling so, all the technique used in our days 2D games have been invented for atari st (double buffering, triple buffering, uses of tiles scroll, it was even possible to do hardware scrolling withot hardware register, check "syncscroll technique atari technique" in google or browse the ftp umich archive.

      So please, don't say anything just to say something

    28. Re:Id didn't develop the Keen trick by markh1967 · · Score: 1

      I think I bought most of those games when they were released and they didn't have 'smooth' scrolling; they had jerky, horrible scrolling. Sorry, but the ST just couldn't do very good horizontal scrolling no matter how many tricks were used. It was the system's Achiles heel.

      --
      Input error. Replace user and press any key to continue.
    29. Re:Id didn't develop the Keen trick by WNight · · Score: 2

      I believe that Ultima Underworld only had walls at 90 degree angles and only on set grid lines, line Wolf3D. Had they wanted, they could have gived you the look up/down in Wolf3D as well, it's just that the ability isn't that exciting when everything is exactly the same height.

      Doom actually had arbitrary walls. They had to be vertical, but otherwise you could build rooms of any shape.

      The reason Q3 is a benchmark is because not only is it a popular game, but most first-person shooters are based on it. If you can play Q3 well, you can play most PC games well.

      Doom3 will be just as big.

    30. Re:Id didn't develop the Keen trick by Anonymous Coward · · Score: 0

      lier !!!!!!!!!!

      how can you dare saying "enchanted land" haven't smooth scrolling ? or "ghost and goblins" ? even black tiger, or st dragon ? even B47.........
      raaaahhhhhhh, you're just a lier !

      you haven't play none of the games I was refering to !

      there were a lot of horyzonthal shoot them up...

      try steem (an st emulator) and play enchanted land and then we could talk.........

  17. Funny by GigsVT · · Score: 0, Flamebait

    "We had clear examples of console games [like Mario] that did smooth scrolling," John Carmack says, "but [in 1990] no one had done it on an IBM PC."

    Funny, my C64 had many side scrolling games, smooth as can be.

    The article is also full of other technical inaccuracies, it's almost as if the people who wrote it knew nothing of the game industry.

    --
    I've had enough abrasive sigs. Kittens are cute and fuzzy.
    1. Re:Funny by Anonymous Coward · · Score: 0
      The article is also full of other technical inaccuracies

      Apart from the SNES/NES mixup, and a mixed up screen shot, what inaccuracies did you spot?

      Plus the article makes clear that side scrolling wasn't new per se, but (as your quote says) "no one had done it on an IBM PC" because PC *didn't* have the graphics mindset the builders of the C64 had.

    2. Re:Funny by LMCBoy · · Score: 1

      I don't get it. Carmack said no one had done side-scrolling on an IBM PC, you say your C=64 had it, and that the article is therefore flawed.

      Your C64 was not an IBM PC. Well, mine sure wasn't anyway!

      --
      Liberal (adj.): Free from bigotry; open to progress; tolerant of others.
    3. Re:Funny by GigsVT · · Score: 2

      I don't get it. Carmack said no one had done side-scrolling on an IBM PC, you say your C=64 had it, and that the article is therefore flawed.

      Well, I seem to remember SOPWITH.EXE had some pretty smooth side scrolling, and that was on a REAL IBM PC. They make it out to sound like Carmack invented double buffering, he did not.

      My point was that even the original IBM PC was over 6 times faster than a C64, so smooth side scrolling on it is no feat.

      --
      I've had enough abrasive sigs. Kittens are cute and fuzzy.
    4. Re:Funny by Breakfast+Pants · · Score: 0, Flamebait

      Funny, my C64... WASN'T A FUCKING IBM PC. Christ. The article IS full of inaccuracies but so is your post.

      --

      --

      WHO ATE MY BREAKFAST PANTS?
    5. Re:Funny by brsmith4 · · Score: 0, Flamebait

      And now, for the obligatory flame remarks: what a dumb ass. C64 != "IBM PC".

    6. Re:Funny by Anonymous Coward · · Score: 0
      My point was that even the original IBM PC was over 6 times faster than a C64, so smooth side scrolling on it is no feat.

      This means nothing. Please try and shut up now, because every time you respond to this, you just come off as not knowing what you're talking about.

      Thanks for playing, though.

    7. Re:Funny by Tet · · Score: 2
      The article is also full of other technical inaccuracies, it's almost as if the people who wrote it knew nothing of the game industry.

      Indeed. The most obvious one (to me, at least) was the claim that gaming in the late 80s was dominated by consoles. At least in the UK, consoles barely scratched the surface of the market back then, which was utterly dominated by personal computers. The C64, Amiga, Atari ST ruled the market, and even the Spectrum was still going strong. Apart from the Atari 2600, consoles barely existed until the Sega Megadrive 2 came along in 1989, and didn't really hit the big time until around 1992.

      --
      "The invisible and the non-existent look very much alike." -- Delos B. McKown
    8. Re:Funny by t0ny · · Score: 0

      I think they were talking about the world in general, not some tiny little island niche market. And I'm not talking about Japan.

      --

      Manipulate the moderator system! Mod someone as "overrated" today.

    9. Re:Funny by ceswiedler · · Score: 2

      Sopwith...oh, sopwith... with to control... oh sopwith

  18. re:re: man.. carmack is 31 by Anonymous Coward · · Score: 0

    mod parent up! EvilTwinSkippy explicitely says he's very elite!

  19. Not new or groundbreaking by Ryu2 · · Score: 0, Insightful

    Raycasting and BSP trees are standard methods in computer graphics that have been around since the early 1980s. Turner Whitted wrote his first raytracer in, I think 1980, and that used BSP tree acceleration to speed up ray-object intersection computation, the bottleneck of any renderer that uses raytracing.

    It is now new, nor did iD invent those techniques. Maybe using them in a real-time game is, but they are not something that Carmack just thought up on his own, for the purposes of games.

    --
    There's 10 types of people in this world, those who understand binary and those who don't.
    1. Re:Not new or groundbreaking by Anonymous Coward · · Score: 3, Interesting
      You mean where it says in the article "The answer was a technique known as binary space partitioning (BSP). Henry Fuchs, Zvi Kedem, and Bruce Naylor had popularized BSP techniques in 1980 while at Bell Labs to render 3-D models of objects on screen. "


      The point is that Carmack brought it to the world of PC games,

    2. Re:Not new or groundbreaking by Anonymous Coward · · Score: 0

      Seriously you friggin stroke. You're missing the point completely. I don't see anyone at ATT building anything that blows up simulated nazis.

    3. Re:Not new or groundbreaking by mckayc · · Score: 5, Funny

      Oh really, is that so? Hmm, where did I see that, oh right, IN THE ARTICLE.

      Profiting from improvements in computer speed and memory, Carmack began working on how to draw polygons with more arbitrary shapes than Wolfenstein's trapezoids. "It was looking like [the graphics engine] wouldn't be fast enough," he recalls, "so we had to come up with a new approach....I knew that to be fast, we still had to have strictly horizontal floors and vertical walls." The answer was a technique known as binary space partitioning (BSP). Henry Fuchs, Zvi Kedem, and Bruce Naylor had popularized BSP techniques in 1980 while at Bell Labs to render 3-D models of objects on screen.

      (emphasis mine)

      Perhaps READING THE ARTICLE would have saved you the trouble of trying to show us how smart you are.

    4. Re:Not new or groundbreaking by LMCBoy · · Score: 5, Funny

      Everything's stolen these days. Take the FAX machine. Why that's nothing but a waffle iron with a phone attached!

      </abesimpson>

      --
      Liberal (adj.): Free from bigotry; open to progress; tolerant of others.
    5. Re:Not new or groundbreaking by Anonymous Coward · · Score: 0

      "It is now new, nor did iD invent those techniques. "

      Very true, but they made sellable products out of them.

    6. Re:Not new or groundbreaking by DrSbaitso · · Score: 1

      If there is one word i'd use to describe that comment, it would be "insightful!" ;) DIE EVIL MOD heh

      --
      beware the jabberwock, my son! the jaws that bite, the claws that catch!
  20. Amiga??? by Anonymous Coward · · Score: 1, Informative

    The Amiga, not the PC, pioneered almost all 2D neatness - even today, some features of the Amiga HW are unavailable on standard PC cards - particularly Amigaish smooth-scrolling. Most PC card 2D scrolling STILL sucks compared to Amiga scrolling... Why? I don't know. My theory is that while the Amiga scrolled by changing the pointers to where the screen was in memory, the PC dumb-copies entire screens. Amiga: economic 60Hz multidir in 1985. PC: brute-force 70Hz multidir in 1993. Wow.

    Talk about NIH and wheel-reinvention...

    1. Re:Amiga??? by mindriot · · Score: 3, Informative
      My theory is that while the Amiga scrolled by changing the pointers to where the screen was in memory, the PC dumb-copies entire screens.

      Well, that's what Id avoided on PC... (did you rtfa? :)) When EGA cards came up, they had enough graphic memory and functionality to change pointers... back then I tried this a little on VGA (320x200 tweaked mode giving four screens, and changing a pointer to scroll/switch screens for double-buffering).

      The Amiga did of course have much better graphics hardware, including a blitter for fast graphics data transfer and accelerated drawing functions, (at that time) lots of video memory, and further hardware acceleration such as sprites support. And, also, support for bitplanar graphics modes, easing smooth scrolling.

    2. Re:Amiga??? by Anonymous Coward · · Score: 0

      Yes you are right, I was "reviewing" my old Amigas the other day and was taken aback at just how smooth the Amiga scroll used to be- it was silky. I've not yet been able to identify the reason why...it could be because most Amiga games locked to the vertical sync, whereas PC always seem to just blast as many frames out as they can. It could be because it was a hardware scroll, or had better vertical resolution.

      Who knows? One thing I know though is that even now some Amiga games absolutely rock.

    3. Re:Amiga??? by Anonymous Coward · · Score: 0

      Disclaimer: its been > 10 years, I wasn't that good of a coder
      back then for these machines so ignore any obvious ignorance I
      display.

      The amiga did not standardize the 2d scrolling phemoena. I recall
      on the vic20 personally, scrolling existed, though mainly in the
      vertical direction, since this was provided by hardware. By later
      standards this would be seen as rather shitty considering it was
      text based scrolling without pixel granularity.

      The Commodore-64 however did implement the ability for
      "smooth scrolling" in hardware. It also provided "sprites", another
      massive improvement over the Vic20, which provided coders/developers
      to get some arcade style games and demos out there to the popular
      public in software (or tapes (heh) / cartridges).

      The C64 implemented hardware scrolling by allowing up to 7 pixel
      movements without any direct screen copying (thus making it feasible
      to use this in realtime). In conjuction with text mode (the choice
      of anything realtime), bitmap graphics were offered, but almost never
      used in the general case since it was rather slow to manipulate
      (static images were ok here sometimes though). At the end of 7 pixel
      movements, the text from the screen would shift one chracter and pull
      in new characters to fill the gap. The pixel movement would go back
      to 0, and there you have smooth scrolling.

      If using smooth scrolling capabilites, the hardware would clip lines
      or coloumns (or both) so that you the pixel movement visibily wouldnt
      shift the entire screen (or its borders).

      If multicolour text mode was used (in either Vic20 or C64), horizontal
      resolution would be halved. This was because it took 2 bits to
      represent a colour (though bitmaps for each character could be
      controlled, and this was how to implement different colours within
      each chracter). 2 bits gives us 4 colours, 1 being the background.
      Not much to work with I guess, by todays standards. 24 bit colour. wow!
      even the original amiga's didnt have this.. but I did think 12 bit
      colour was massive I must admit. And even the ability to use RGB in your
      colour definitions. Impressive. the Vic20 had 8 colours, and C64 16
      colours. The 16 colours were however hacked around in some demos to
      make appearences of many many more. And even one game on the C64
      tried to use interlacing (seemingly borrowed from the Amiga and
      attempted in software) to increase resolution. It was strip poker ;-)

      If anyone can remember the arcade game double dragon? (who cannot
      remember this classic game from the 80's!). The C64 version had
      game characters with flickering splits in the middle of them. This
      was primarily due to the lack of available hardware sprites. The
      flickering split was a "hack" to reuse the same sprites by
      interrupting the video display. This was a massive thing on the C64.
      "Raster's" were being used everwhere, especially in demos. Hardware
      sprites also had the half horizontal resolution when multicolour. A
      technique to add some resolution to multicolour sprites was to overlay
      a monochrome sprite to define outlines and such to a multicolour
      sprite. Though with such limited sprites available, it was always a
      trade off.

      The video interrupt trick was implemented officially in the Amiga,
      and offered hardware sprite reuse without major code hacks in the
      vertical direction. The Amiga however had such good blitting
      capablities and the copper (graphics coprocessor) was extremely
      programmable, that the shift away from hardware sprites was occuring.
      Hardware sprites had many limitions so software was being used alot
      for chracter blitting and replacing sprites from the typical C64 usage. Hardware
      sprites were still being used since they were extremely efficient,
      but not as the main parts of the graphics generation in most cases.

      The Amiga's extremely large memory (.5M default) also made the ability
      to use bitmap graphics more a reality. The C64 with its
      "elephant like memory" of 64K (though not all available as RAM),
      didnt' really have enough memory to store massive amounts of bitmaps
      for the sake of scrolling anyway (as far as I'm concerned). Text was
      much more efficient for cpu and memory. God save us on the Vic20 The
      vanilla Vic20 had a whopping 4k, and if you put in memory expansion,
      the memory mappings would change, making all your 4k games
      non compatable!

      The vic20 only having 4k vanilla, also made tape drives the most
      popular storage medium of choice. The C64 made the disk drive
      (5 1/24) standard, and at that point "warez" were indeed made possible
      for everyone to enjoy ;-)

      If it wasn't for these crackers/hackers, who would recode parts of
      the games to do such things as file compression (crunching),
      level packing (no more disk loads for each level), and trainers
      (since I'm terrible at playing these games without cheating), then I
      guess the software industry would be perfect on its own! In those days,
      crunching or compressing a program (very moderate size) was something
      I'd start and come back to in a couple hours to see if it was done!

      The C64 demo scene.. omg, where to begin!?

      Anyway.. The Amiga and PC did alot of great things, but so did crappy
      computers like the Vic20 and C64 (and nameless others).

      Most/All of these things were implemented prior to or competed with
      these computers (no-one mention spectrum here.. I never owned one,
      but owning a C64 "sounded" better I'm sure! bad pun on the C64 3
      voice sound), but come on.. the C64 did become the peoples computer.
      The amiga was something bigger and better than the C64 but was so
      damn expensive (yet respected).

      Now.. iirc, does anyone remember XenonII Megablast from the Amiga?
      That is a legendary Amiga game..

      --
      Silvio

  21. Hmm, strange by Anonymous Coward · · Score: 0

    So, this article was submitted a few days ago, but rejected, or so says this poster: http://slashdot.org/comments.pl?sid=37796&cid=4050 857

  22. Age has nothing to do with it ... by AHumbleOpinion · · Score: 4, Insightful

    Age has nothing to do with it, it's all about experience and continuing to learn. Older programmers are better as long as they continue to learn and maintain curiosity about "new stuff". Experience + current knowledge > current knowledge. The myth of older programmers not being as good is really that many older programmers stop learning. For a while they are able to outperform younger programmers due to experience but eventually their laziness catches up and they being to underperform.

    1. Re:Age has nothing to do with it ... by geekoid · · Score: 2

      where as lazy young programmers can outperform older non-lazy programmers?

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    2. Re:Age has nothing to do with it ... by AHumbleOpinion · · Score: 2

      where as lazy young programmers can outperform older non-lazy programmers?

      Outperforms as in generating more low quality code that gets thrown out and rewritten from scratch? Often by the original author as the author gets more experience and wisdom?

      Coding is partly an art, and art takes time and practice.

  23. Let's dig six feet down by sjonke · · Score: 1
    Groundbreaking technology? Sure.

    Not that ID is alone, but please, just how many versions of Wolfenstein 3D do we need? Let's see, offhand, I've played that, Quake 1 and 2, Marathon 1, 2 & 3, and various other modest variations on the same old theme. Networked. Non-networked (when available.)

    The only unique game out there right now is Ambrosia's Pop-Pop (in Vs. mode anyway), which isn't to say that it doesn't borrow from the past (indeed from Arcanoid, Bust-A-Move, ShufflePuck and even Street Fighter), but it does so in a unique way and doesn't duplicate the same crap that has already been beaten to death ten times over by everyone else and their sister. That and it's damn fun and you can play a match in 10 minutes or less (or more, whatever you want).

    --
    --- What?
    1. Re:Let's dig six feet down by RyuuzakiTetsuya · · Score: 1

      Like Rhythm and Music games AREN'T unique? Jeez, get out there and play somr ddr or beatmania or something

      --
      Non impediti ratione cogitationus.
    2. Re:Let's dig six feet down by Anonymous Coward · · Score: 0


      don't forget Super Puzzle Fighter, which when mixed with arkanoid = pop-pop.

  24. The Gamer's Prayer, according to ID by matastas · · Score: 5, Funny

    Our Carmack, who art in Texas,
    hallowed be thy textures.
    Thy software come, thy games be done,
    on my b0xen as it is at E3.

    Give us this day, our daily FPS.
    And forgive us our camping,
    as we gun down those who camp against us.

    Lead us not into a spawn site,
    but just give me the damn BFG.
    For the gaming market, the GeForce,
    and the booth babes are yours, now and until payday.

    1. Re:The Gamer's Prayer, according to ID by iomud · · Score: 2

      Funniest comment...ever.

    2. Re:The Gamer's Prayer, according to ID by Drakonian · · Score: 1
      Good god... err Carmack. I am trying to hold back my laughter so my cube mates won't hear. I am not suceeding.

      SOLID GOLD.

      --
      Random is the New Order.
    3. Re:The Gamer's Prayer, according to ID by Simon+Garlick · · Score: 4, Funny

      Hilarious :)

      My personal taste would have been to replace the line

      "Thy software come, thy games be done"

      with

      "Thy software come, when it is done" :)

  25. Re:Timely information. by Anonymous Coward · · Score: 0

    Hmmm. You must be one of those "if it ain't 3d, it ain't shit" punk ass kids. Well, I've got news for you sparky, most of the best games ever written are 2D games, and most 3d games are turds. Highly polished turds, but turds nonetheless.

  26. book covering a few of those techniques by r2r2 · · Score: 2, Informative

    you can read more about bsp trees and other graphics tricks on this wonderful online book written my Michael Abrash, an id software programmer: http://gpbb.dk.eu.org:81/
    make sure you check the forewords by john carmack

  27. An opportunity for another slashdot event! Yay! by MadFarmAnimalz · · Score: 2

    I love you carmack, please have my love child

    John, this post demands a response along these lines, methinks...

    C'mon, give us geeks occasion for joy! :)

    --
    Blearf. Blearf, I say.
  28. Softdisk by Sean+Clifford · · Score: 5, Interesting
    For those interested:

    I joined Softdisk in 1995, a few years after the id guys left. The company was stunned by the success of Wolfenstein and Doom, and by Duke Nukem - also born of Softdisk alumni. It was basically a subscription software company, selling a package (card games, screen savers, etc.) on disk monthly. It was a good model for the 80's.

    Softdisk tried to produce a couple of games, one called Greed (later In Pursuit of Greed) which was basically a 3D Doom-clone shooter. There was some neat technology (e.g. curved surfaces), but the art was...uh, well weak. The gameplay was decent, but there were some bugs to stomp and the ship date slipped...and slipped...and slipped. It was released, but didn't live up to the hype. The game was torn to shreds in the reviews. There was a second 3D shooter - developed totally in house, though it was basically a one-man project. The lead (only) programmer left, so it was shelved.

    Softdisk finally shut down its on-disk-monthly subscription software and became an ISP/web development company. It was a necessary move, but sad since the company kicked a lot of ass in the 80's with LoadStar and Big Blue Disk.

    For those interested, I ran Softdisk's online download software stores on CompuServe, Prodigy, AOL while another dude took care of eWorld. We were selling Commander Keen, Dangerous Dave, and a host of other early games the id guys produced at Softdisk. Last I checked, they were still being sold (at $19.95 a pop, even).

    1. Re:Softdisk by Anonymous Coward · · Score: 0

      Thank you for reminding me of Big Blue Disk. Appartently my mind is blocking out my pre-teen years!

      Now If I could only find software as useful and as cheap...

    2. Re:Softdisk by Me+And+Just+Me · · Score: 1
      Hey what a blast from the past.

      I spent a summer working for Softdisk in Shreveport LA, back in ohhh.. I think 94... It might have been 93... not sure

      I did QA work for all their subscription software including a little gem called Catacombs 3D which semed remarkably like Wolfenstein 3D. It was at that point that I heard the story about the Id guys having been former employees...

      I think this link: the link on which you click

      explains the history quite well. ( I remember Dan Tobias... what a character)

      I really loved Rescue Rover.

      Daniel

    3. Re:Softdisk by afidel · · Score: 2

      Catacombs of the Abys 3D kicked A$$, one of my favorite games of the time, and one I wish I could find to play today.

      --
      There are 4 boxes to use in the defense of liberty: soap, ballot, jury, ammo. Use in that order. Starting now.
    4. Re:Softdisk by Com2Kid · · Score: 1

      I still have the disks laying around here someplace I think. . . . :P

    5. Re:Softdisk by Papineau · · Score: 2

      I remember playing Greed... along with a slew of other FPS between DOOM/DOOM II and Quake. And for a change, they had vastly different engines/gameplay/objectives!

      Was it in that game that you had a camera pointing backwards, so you could see if something was happening behind your back? I'm pretty sure it was called the Asscam (no kidding).
      If it wasn't in Greed, can somebody who recalls it can point me to the right game it was in?

    6. Re:Softdisk by John+Carmack · · Score: 5, Informative

      Here is an interesting bit of history:

      Greed was built on the engine I wrote for Raven/Origin's Shadowcaster game, while the other Id guys were working on Spear of Destiny, the commercial Wolfenstein game.

      The reason softdisk got the technology was that they were still making lots of noise about suing us for doing Keen while we were working at softdisk. Our original parting deal was that we were going to continue doing the Gamer's Edge games for a while, basically for free, as penance. We weren't savvy enough to get anything binding down on paper, so even when it was all wrapped up, there was room for twisting our arm a bit. (another trivia bit -- George Broussard at Apogee arranged to have Apogee produce one of the Gamer's Edge titles for us, so we could focus more on Wolfenstein).

      We finally arranged a technology transfer of the latest engine code for free and clear severing of our ties. After they showed that just having the technology was not a guarantee of success, they had the nerve to come back and ask for more, but by then we were able to just tell them to go away.

      BTW, Duke Nukem does not have a Softdisk heritage, it was by Todd Replogle (sp?), who was strictly Apogee-grown.

      John Carmack

    7. Re:Softdisk by penguin_dance · · Score: 1

      Screw Nukem, I want more KEEN!!! The boxed verisons of The Aliens Ate My BabySitter and Goodbye Galaxy are in their original boxes on my bookshelf! Two of the few, early games that I haven't given away. And I'd love to be able to transfer the AAMB from the 5 1/4" disks.

      Monster Bash (Apogee) was fun too!

      --
      If you've never been modded as "flamebait" or "troll," you've never tried to argue a minority viewpoint here!
  29. Progress is always cool by FuntSHOT · · Score: 1

    Wow. So in ten years we come this far. How long until our PC sims are no longer visually distinguishable from reality? Ten, Five years?

    1. Re:Progress is always cool by Anonymous Coward · · Score: 0

      Try an infinite number of years. To simulate the universe accurately, you would need a computer at least as big as the universe itself.

    2. Re:Progress is always cool by FuntSHOT · · Score: 1

      I never said anything about simulating the universe accurately. But you did, silly. What I am talking about is simulating something (not the universe) so that it is visually indistiguishable from reality.

  30. it's "id" NOT "iD" by Anonymous Coward · · Score: 1

    LOOK AT THE FUCKING LOGO. It's a distinct "id". Fucking christ....

  31. Mario 3 by purepower · · Score: 1

    First, they decided to see if they could recreate on a PC the gaming industry's biggest hit at the time, Super Mario Brothers 3. This two-dimensional game ran on the Super Nintendo Entertainment System,....

    Am I retarted, but I thought Super mario brothers 3 was released for the regular NES, not the SNES...???

    1. Re:Mario 3 by Anonymous Coward · · Score: 0

      los dos cosas! jejeje

    2. Re:Mario 3 by questionlp · · Score: 1

      SMB3 was re-released for the Super NES as part of the Super Mario All-Stars package (which included SMB, SMB2 - US, SMB2 - Japan, and SMB3 - all with updated graphics and the ability to save the game). I have the original version of all three US SMB games plus All-Stars.

    3. Re:Mario 3 by Anonymous Coward · · Score: 0

      Yes but the original Commander Keen came out before Mario Allstars did.

    4. Re:Mario 3 by Anonymous Coward · · Score: 0

      Bro, you could save in SMB3 for NES.
      The cartridge has a battery just like the Legend of Zelda cartridge and many others that allows you to save the game.

    5. Re:Mario 3 by questionlp · · Score: 1

      Mario 3 does not have a save feature like Zelda or Final Fantasy. It's not mentioned anywhere in the instruction booklet for the NES version and I would think I would know if there was since I have been playing the NES version for a long time.

      There is only a continue feature once you have lost all of your lives, but that's it.

      There is definitely a save feature in the SNES version along with a save feature for the rest of the SMB games included in All-Stars.

    6. Re:Mario 3 by Zed2K · · Score: 1

      Mario 3 was the one where he could fly, wasn't it? With the overhead map to choose your direction and yoshi? Yeah it did. Like when you got a invisible block plunger, or finished a castle it popped up a dialog saying:

      Save and continue?

      Continue?

      I just played it the other day on a nes emulator and it does ask you if you want to save.

    7. Re:Mario 3 by questionlp · · Score: 1

      The Mario game with Yoshi in it is Super Mario World (aka Super Mario Bros. 4) and it was for the Super Nintendo.

      In Mario 3, Mario can fly while being a Racoon or Tanooki Mario whereas in SMW, Mario could only fly if the had a cape or a Blue Yoshi that had something in it's mouth. The one with the colored plungers/buttons that made the block outlines turn into the respective colored blocks is Super Mario World; though Mario 3 had a "P" plunger that turned bricks into coins.

      Both Mario 3 and SMW had overhead maps. SMB3 that is part of the SNES All-Stars cartridge allows saving... same as SMW.

  32. Carmack's age by ragnarok · · Score: 3, Funny

    Carmack is only 31? Damn, I better get to work.

    --
    Search first, ask questions later.
  33. Re:not quite by Ralph+Wiggam · · Score: 2, Insightful

    So you're saying that a computer programmer has poor social skills and doesn't get along well with people who aren't as smart as he is? I'm shocked...SHOCKED I tell you.

    He's not running for president or trying to get elected prom king. His life goal is to produce the best computer games in the world. He's been living up to that goal remarkably well for the past 12 years.

    Carmack has a special place in my heart because being 24, I have quite litteraly grown up playing id games.

    -B

  34. Re:Excellent diagrams-BSP Faq by Anonymous Coward · · Score: 0

    True but doesn't the BSP FAQ say that BSP's can represent Octrees?

  35. error... error... error loading error... by HKEY_LOCAL_MACHINE · · Score: 1

    yeah... the um SMB 3 i believe ran on the NES not SNES... And while I'd like to believe that he invented smooth scrolling graphics i don't believe it. keepin' it real phjack

    --
    -Thomas maerz HKEY_LOCAL_MACHINE
    1. Re:error... error... error loading error... by Anonymous Coward · · Score: 0

      Hence the article says: "Carmack wrote a so-called graphics display engine that exploited both properties to the full by using a technique that had been originally developed in the 1970s for scrolling over large images, such as satellite photographs."

  36. Re:Woot! by FuntSHOT · · Score: 1

    We may or may not have noticed that.

  37. Carmack's real innovation - 2 3/4 D by Animats · · Score: 4, Interesting
    Carmack's real innovations were in ways to do something that looked like general 3D but wasn't, quite. So his games did things that are easy now, but were really tough on the hardware he did them on.

    Flight Simulator pioneered this sort of limited 3D. Bruce Artwick did the original Flight Simulator on machines that didn't have enough power to fill the whole screen with a solid color in one refresh. He wrote a book about how he did it in 1985. The pain, the agony...

    Artwick seems to have dropped out of game development, but Carmack keeps pushing what's possible with available hardware.

  38. Re:The Evolution of the id Engine-voxels by Anonymous Coward · · Score: 0

    I'm waiting for "Final Fantasy" graphics to come to the PC.

    So when are we going to be using voxels?

  39. he is a C hacker, that's it by sploreg · · Score: 0, Troll

    How the BSP tree being great technology is beyond me. It is over a decade old and is just horrid! It is preventing games from having dynamic environments because of its slow insert time. It's time that someone in the CS field trys to figure out a different method, if one exists, because our current method or ordering polygons is downright bad. Now as for Carmack, not to sound like a troll, but he is just a C hacker who is using previously used ideas and techniques. Why people worship him, especially now, is beyond me. If he comes up with a way to render polygons fast and provide a quick way of adding new polygons to a scene in real time without just increasing the minimum requirements to $3000, then I will be impressed. Other companies have provided new techniques and methods that have had a far greater impact than any ID game, but they don't get any credit. I'm not sure why. I could make a game that renders with Final Fantasy, the Spirits Within, level of graphics but the minimum requirements will be tremendous. Would people think I was a genius for "bringing games to the next level"? Sure they would. but for what? The same thing but with more muscle thrown at it? bah

    1. Re:he is a C hacker, that's it by Anonymous Coward · · Score: 0

      He has three ferraries, including a F50. He has succeded in selling games that people want.

      Thats a quite good archivement if you look around in the software business where companies are going bancrupt more or less each day these days.

    2. Re:he is a C hacker, that's it by sploreg · · Score: 1

      I'm not saying he isn't a successful business man, he is. But all credit shouldn't go to him and id. Others came up with much of the technology driving the games before id did.

    3. Re:he is a C hacker, that's it by WasterDave · · Score: 4, Funny

      Why people worship him, especially now, is beyond me.

      Well, ummm, you have a go then. Particularly at the 1996 stuff - you have a P75 and 8Mb, render a 3d texture mapped scene at 20fps.

      Dave

      --
      I write a blog now, you should be afraid.
    4. Re:he is a C hacker, that's it by solopido · · Score: 1

      Well currently I would says he is very smart, he did contribute to the advancement of PC graphics quite a bit. I remember when I first saw quake, my mouth fell to the floor at the dynamic lighting. Is it ingenius, I don't know. ingenius people usually develop something, whatever it is... should last a long time, long enough to be of use to other people I suspect. Example, theories that Newton set forth hundreds of years ago are still in use today for most standard applications, now that's genius. Will people/programmers be using the 3d solutions Carmark has come up with 10 years from now? Only time will tell...

    5. Re:he is a C hacker, that's it by Com2Kid · · Score: 1

      Well, ummm, you have a go then. Particularly at the 1996 stuff - you have a P75 and 8Mb, render a 3d texture mapped scene at 20fps.

      Am I the only one who had to play quake on my 486?

      Yes?

      darnit I feel lame, heh.

    6. Re:he is a C hacker, that's it by Anonymous Coward · · Score: 0

      Nope. Used to run it all the time on my 486 DX2 66Mhz machine. Course I had to run it at 1/4 screen to get any kind of speed.

    7. Re:he is a C hacker, that's it by screwballicus · · Score: 2

      Just as rough (though zooming forward quite a ways in history): Playing Quake on PocketPCs:

      http://quake.pocketmatrix.com/

      On my Casio EM-500, I had 16MB of RAM in which to store the program, store my maps AND run the game. The scary thing is, that was enough. You couldn't play it on the faster StrongARM IPAQs, as the IPAQ engineers (who should all be subject to mass execution) saw fit not to support the detection of multiple button presses. However, on the little MIPS Casio chip, with its proper gamepad and buttons, it ran just fine. A game which still looks modern and can be stored and run in a total of 16MB of storage. Magic.

    8. Re:he is a C hacker, that's it by Com2Kid · · Score: 1

      as the IPAQ engineers (who should all be subject to mass execution) saw fit not to support the detection of multiple button presses.

      eeeeewwwwww, the system is actuualy /usable/ at all crippled like that?

      A game which still looks modern and can be stored and run in a total of 16MB of storage. Magic.


      Feh, I've seen better. :) Look at many of the NeoGeo games, heh. Not to mention that when you are working on Consoles in general that 16Megabytes is considered to be a lot, remember that cartridge consoles measured games in terms of megaBITS, so many of the n64 games would (I think?) fit into 16megabytes of ram quite easily. ^_^

    9. Re:he is a C hacker, that's it by breon.halling · · Score: 1

      Done!
      ftp://ftp.idsoftware.com/idstuff/source/q 1source.zip

      =)

      --
      "Yeah, well, Dracula called and he's coming over tonight for you and I said okay."
  40. Neat Analogy by fmita · · Score: 1

    Heres a neat analogy: Orson Wells was to film as John Carmack is to computer gamiong. Both were immensly successful in their early years (Wells directed Citizen Kane in his 20's) and created a model that was mimicked for long time.

  41. Re:not quite by boomer_rehfield · · Score: 1

    Ralph Wiggam is 24?!?!??

    --
    Carpe Canem - Seize the Dog
  42. Re:Woot! by Anonymous Coward · · Score: 0

    Like they bombed Oklahoma City? Oh, wait - we just WANTED to think it was Arabs blowing up our shit then. Funny how it works, ain't it?

  43. Off Topic Rant--GoogleGear.com Sucks by Anonymous Coward · · Score: 0

    If you are like me, and are having to upgrade to play all the cool new games on the market this summer, stay away from Googlegear.com I placed and order on last Wenedsday. Everything was listed as "in-stock" It was listed as packed on their website as of Friday afternoon, and it STILL had not shipped as of the next Tuesday. So I called, and they said they didn't know why it was so late and that the girl was going to the mailroom to figure it out and call me back. No offer of refund for the 2 day shipping I had wanted so I could build it over the weekend, not even a return call like she said. It shipped, but thats 7 DAYS for an in stock order. Spead the word, stay away from Googlegear.

  44. correction: by tux-sucks · · Score: 1
    "ID"? No...

    "iD" No.......

    It's "id" dammit. id Sofware. Jeez...get it right.

    1. Re:correction: by Anonymous Coward · · Score: 0

      no its id Software, you dufus. you missed the SofTware.

  45. Re:Woot! by Anonymous Coward · · Score: 0

    No, but how about the USS Khole, or the 2 embassies in africa, or the bombs Clinton droped on an ASPERIN factory during the Lewinsky Scandal. How pathetically short your memory is. Clinton dropped bombs for PR. The Bushes were in actual wars to defend vital US interests from foreign aggressors. Sadam is the equivalent of hitler, he murders ethnic minorities ! If they were Jews it would be all over, but its not, so no one in the media cares. And dont forget all of the resource squandering, ill-manages "peacekeeping" missions.

  46. Super Mario 3 on SNES? by Marvel+Man · · Score: 1

    The article says Super Mario Brothers 3 was made for SNES. This is wrong. It was on NES.

    1. Re:Super Mario 3 on SNES? by Anonymous Coward · · Score: 0

      It was also released on the SNES as part of the Super Mario All-Stars package which had all three US Super Mario Bros. games along with the Japanese version of Super Mario Bros. 2.

    2. Re:Super Mario 3 on SNES? by Marvel+Man · · Score: 1

      Yeah I know.. I hate that cartridge.. but it wasn't developed for the SNES as it said in the article.

  47. EGA scrolling by Anonymous Coward · · Score: 0

    Okay, I always wondered how they did some of their scrolling in EGA, and the article glosses over the critical bit.

    So in 320x200 x 16 colour EGA you had 8 screens worth of video RAM, right. That's 2x4 pages... giving you 4 pages to scroll around and a second set to flip between (for flicker-free animation).

    However, when reaching the edge of your 2x2 set of pages, the engine has to somehow wrap around. The article says it didn't require any expensive copy of the screen content. So how did they do it?

    Did they rely on the hardware doing wrapping? Or did they do progressive construction on the bits of screen you're scrolling away from, so that when you hit the edge, and jump back, you've got everything all drawn up and ready to show?

    Bonus question: How on Earth did Epic's Jazz Jackrabbit do it in 256 colours? I think they discarded double-buffering and drew sprites cleverly using the vsync, but I'm not sure.

  48. Double Buffering was around ages before ID... by Viewsonic · · Score: 1

    It all comes down to the same trick.. Build screen in back buffer, flip memory around to display on primary buffer when done .. Repeat. Carmack didn't invent this .. I'm surprised it took someone like him to even do this, since the Amiga folks were doing it in the mid/late 80s.. And it wasn't special Amiga hardware that allowed this technique, this was just common programming technique for simple scrolling. The Amiga hardware allowed it to be taken to entirely new levels (Parallax scrolling, blitting, etc .. )..

  49. How depressing... by Sludge · · Score: 2
    "There were critical points in the evolution of this stuff," Carmack says, "getting into first person at all, then getting into arbitrary 3-D, and then getting into hardware acceleration....But the critical goals have been met. There's still infinite refinement that we can do on all these different things, but...we can build an arbitrary representational world at some level of fidelity. We can be improving our fidelity and our special effects and all that. But we have the fundamental tools necessary to be doing games that are a simulation of the world."

    So, rendering engine improvement is essentially incremental from here? It seems to be that way, coming from Id's last two or three offerings. This is a rather distressing for someone as forward looking as myself.

    Although the fundamentals have been laid into place, there must be a way or two to leap ahead of the current generation while sacrificing something from the generic style engine such as what Id has produced. For example, if you had a game where you wandered around looking for people to scrap with, you could optimize the 1 on 1 fighting with a different networking model where you are guaranteed to only have one opponent.

    Windows of advantage for things like this come and go, but they certainly do seem to exist to me.

    1. Re:How depressing... by Anonymous Coward · · Score: 0

      There will be more advancements in the future, but no so much on the rendering side.

      Sit down on a PS2 dev kit and giz in your pants when you realize how few clock cycles you can do a matrix transformation in. (Having a 128 bit register to fit the entire matrix in helps a ton.)

      If you are a smart lad sit down with a copy of Final Fantasy X (Yes I know, i'm a big FF fan, but even I hated the plot.. Yuna is soooo stupid.) Pay close attention on a big screen TV to some of the whack effects they used along with the motion blur and what not...

      So ya... we have a LONG way to go, especially when it comes to rendering stuff besides triangles.

    2. Re:How depressing... by Anonymous Coward · · Score: 0

      Too bad the final image on a PS2 looks as bad as Doom. Why the fuck didn't they make anti-aliasing faster?

    3. Re:How depressing... by Anonymous Coward · · Score: 0

      because the programmers that program for it are used to the old school way of doing 3d, and can't learn how to handle the new means the ps2 gives to program with.

      put it this way...

      directx has been around for awhile, the games you see on the xbox and crap right now are as good as they are going to get.

      the ps3 won't be released untill about 2007.

      programmers will get better and better with the ps2 as time goes on and the games will get better and better.

    4. Re:How depressing... by Vulture_ · · Score: 2, Interesting
      So, rendering engine improvement is essentially incremental from here?
      I believe that, eventually, games will use real-time ray tracers as their rendering engines. This is as different from Quake as Quake is from Doom. It also seems inevitable because of what can be done with it -- most notably lighting/shadow effects, but you also get true curved surfaces, as opposed to the (admittedly very good) approximations used by Quake 3's curved surface support. Ray tracing is also easily SMP-able.

      Or perhaps I'm completely off kilter and ray tracing is counterproductive and/or unnecessary. Anyone care to comment?

      --

      The only way the typical /.er can pick up a chick is with a forklift. -- AC

  50. he is by Anonymous Coward · · Score: 1, Funny


    I'm running SimCity 3000 Unlimited for Linux on my ev56 Alpha via "BinTrans".

    In the local book-hoarding conservatory, land was allocated to construct the statue after-which there are currently 1,200 pigeons pirched ontop of John Carmack's head.

    However, all the people in surrounding areas started chanting Bible verses about John Carmack being a false-god and allegations of idoltry spread. A vicous court-battle ensued and the property-owner decided to accept immunity only if the Statue of John Carmack was publicly destroyed with a BFG-10,000,000.

  51. He's wrong though by Anonymous Coward · · Score: 0

    We've got rendering down, and we have pretty much all the tools necessary to do the physics (but not the computing power). We still have no idea how to make significant advances in AI though, which IMO is absolutely essential for a simulation of the world.

    1. Re:He's wrong though by death00 · · Score: 1

      Actually, that's exactly what I'm talking about: game-play. Improvements in AI, interface, etc.

      Plus, we DO know HOW to make great AI. Neural computing, Fuzzy logic. Using brute force methods, we can make programs that beat (or at least challenge) the world's greatest chess players. The problem is computing power. Deep Blue takes a significant amount of time to calculate a move. This is acceptable in chess; it isn't in "real-time" games like an FPS.

    2. Re:He's wrong though by Schik · · Score: 1

      Yes, but in chess *people* take a significant amount of time to calculate a move. It's okay that computers can't take a ton of time to decide what to do in a FPS, neither can people!

  52. Lack of historical perspective... by RatBastard · · Score: 2, Informative

    *SIGH*.

    Yes, the Amiga had smooth scrolling before anyone thought to do it on the PC. It took Carmack to do it simply because he was the first to do it. It wasn't all that hard, but someone had to do it first on the PC.

    The important point that many people seem to be missing is the historical aspects of teh IBM PC. While the Amiga was developed with games and multimedia (and developed after the PC, I might add), the IBM PC was designed first as a smart 3270 terminal with the ability to run local programs, and then later slightly retooled to be a "business copmputer". The original PC came with a text-only dsiplay adapter and no ability to play anything but the most primitive of sounds. This was all done very much on purpose. IBM did not want the PC to be persieved as a game box, a toy. They wanted it to be seen as a work machine, an office computer to get work done on.

    IBM didn't even develope the first graphics adapter for the PC, that was a small company called Hercules. Only after the runaway success of the Hercules card did IBM bother to develope the (weak and craptastic) CGA desplay.

    IBM didn't put sound or music into the PC, either. That was done by Adlib, Creative Labs and Advanced Gravis.

    Also of importance is the fact that the Amiga; the Atari ST, 400, 800, etc; the C64, Apple 2, etc... is that these system all shipped with fixed graphics adapters: an Amiga programmer knew that he had a display of XxY pixels and 4096 colors to play with, or the C64 programmer knew what his display was able to doi. In the PC wordld you had MDA, CGA, EGA, and VGA. Each generation of adapter brough new abilities to the PC and programmers had to decide which minimum technology level they were going to require.

    So Carmak was the first to do smooth side scrolling on the PC? Someone had to be first. If nor John Carmack, it could have been Roberta Williams.

    --
    Boobies never hurt anyone. - Sherry Glaser.
    1. Re:Lack of historical perspective... by Art+Tatum · · Score: 1
      If nor John Carmack, it could have been Roberta Williams.

      Ahhh, Sierra OnLine. Now you're making me all nostalgic and I think I might very well cry. :-) Those were truly the days of giants.

    2. Re:Lack of historical perspective... by Zalgon+26+McGee · · Score: 2

      The Atari 8-bit line (400,800, xl and xe models) did not have a set graphics mode. Rather, programmers could create their own "display list", a program for the ANTIC procesor, telling it how to interpret the screen data. Screen data could be located anywhere in system memory.

      The Atari 8-bit computers were well-designed, and had an underlying oS that actually reflected some thought and planning (standard device interfaces etc).

      --

      ---

      Book(n): Utensil used to pass time while waiting for the TV repairman

    3. Re:Lack of historical perspective... by SlugLord · · Score: 1

      it could have been Roberta Williams

      Nice thought, but she's not a programmer.

    4. Re:Lack of historical perspective... by doofusclam · · Score: 1

      You're right, they absolutely ruled. Some of the colour effects would be difficult to do on a PC today.

      I learned how to program on a 600XL when my (expensive, proprietary) Atari 1010 tape player bust and my dad would have gone mad if he found out, so I wrote out my own. Spent 2 days without sleep at a time drawing redefined character sets and writing code, my brothers would play it for a couple of hours then... poof!!! It was gone forever. I'd love to see some of my old code...

      Oh and not forgetting they had the best-named custom chips in the business - POKEY, GTIA, ANTIC...

      seany

    5. Re:Lack of historical perspective... by anandsr · · Score: 1

      I think he was the first to think about programming for the next generation, rather than the current one. Otherwise he would not have programmed for the EGA when EGA was not even in the market. That is what everybody does today. They wouldn't survive otherwise. But back then everybody was thinking of making games for the hardware people had now.

  53. Re:not quite by Anonymous Coward · · Score: 0

    What mouth-breather modded a comment about John Carmack offtopic when the article is about John Carmack?

  54. Your point? by RatBastard · · Score: 1

    At no time did this article ever claim that John Carmack invented BSPs or ray-tracing. He just used them in a gaming environment, which was pretty groundbreaking for games.

    Carmack's skill is, and always has been, at adapting graphics display technologies to games. He hasn't invented most of teh techniques and technologies he's used in his engines. What he has done is manage to get those techniques and technologies to work effectively within the cionstraints of a gaming environment. There are a ton of rendering engines out there that kick anything John Carmack has ever done right into the dirt. But they can't render scenes fast enough to work in a gaming environment.

    --
    Boobies never hurt anyone. - Sherry Glaser.
  55. What About "Descent"? by SpryGuy · · Score: 2, Interesting

    I seem to recall that "Descent" had arbitrary 3D (along with MAPPING!, which the Quake series simply doesn't have) way way before it ever came out in any id software games.

    How come the Descent series doesn't get any respect? There's some AWESOME graphics in them thar games! Smooth indoor/outdoor transitions, even rain on your windshield, not to mention a full six degrees of freedom in moving about.

    I loved those games.

    --

    - Spryguy
    There are three kinds of people in this world: those that can count and those that can't
    1. Re:What About "Descent"? by Quantum+Skyline · · Score: 2, Interesting

      Personally, I think the guys at Parallax/Interplay are geniuses, although if I remember correctly, Descent 1 came out after Doom 2. But then I'm biased since I own Descent 1, 2, 3 and the Mercenary add on, as well as Descent Freespace, the Silent Threat addon, and Freespace 2. Anyway, here's my promo for Descent:

      The key to Descent was the fact that you could simultaneously move in three directions with control. You couldn't do that in any of the Doom clones. There was an original way of thinking: a space shooter with constraints on where you could fly. Most shooters and doom have a map which is essentially 2D. Descent forced you to fly in corridors which could bend at any angle. The map was based on a cube instead of a square, and the cube could be modified to look like a 3D trapezoid. Descent had a 3D map which requires being able to view it in 3D at multiple angles to be able to figure out where you had to go. You had an original storyline that went from Descent 1 through 3. Descent 3 went on to allow movement between two environments (inside and out) and was much more of a thinking game than was Quake or Doom or the earlier Descent incarnations. Forsaken tried to copy the original Descent versions, but fizzled quickly.

      Creating a level is easy (anybody remember Devil?) and the newer versions shipped with mission builders. The levels you got from Interplay's Levels of the World contest were hard, but awesome (and in the case of Freespace, those levels were integrated into Silent Threat).

      Its a crying shame...Descent 4 has been shut down. But the Descent series IMHO, was groundbreaking. I'm glad to find someone who agrees with me.

    2. Re:What About "Descent"? by CoolVibe · · Score: 2
      There's some AWESOME graphics in them thar games! Smooth indoor/outdoor transitions, even rain on your windshield, not to mention a full six degrees of freedom in moving about.

      And don't forget the vertigo, and the vomit on your keyboard and the monitor after having gotten motionsickness after playing it for a while...

      But damn... it was worth it :)

    3. Re:What About "Descent"? by SpryGuy · · Score: 1

      Actually, I think the only people REALLY at risk for vertigo and motion sickness were any over-the-shoulder observers that you were trying to show the game to ;-)

      Sad to hear Descent4 isn't going to happen... :-(

      --

      - Spryguy
      There are three kinds of people in this world: those that can count and those that can't
    4. Re:What About "Descent"? by jonadab · · Score: 1

      > The key to Descent was the fact that you could simultaneously
      > move in three directions with control.

      Exactly. Descent was truly 6DOF. The premise was that you
      were either in an asteroid with very little gravity, or your
      ship's computers took care of automatically detecting and
      compensating for gravity, so all you had to do was fly. The
      Pyro GX was *way* easier to fly than any flight sim I've ever
      seen, and it had *amazing* maneuverability. This made for
      good gameplay: once you remapped your controls (the defaults
      were horrible) and learned them, you could forget entirely
      about the flight controls; your Pyro GX became like an
      extension of your body, and you could concentrate just on
      rooting out and blasting the droids without getting shot to
      pieces, finding your way around the mines, and accomplishing
      your objectives (mainly, blowing up the place and getting
      out alive).

      --
      Cut that out, or I will ship you to Norilsk in a box.
    5. Re:What About "Descent"? by Vulture_ · · Score: 1
      I seem to recall that "Descent" had arbitrary 3D (along with MAPPING!, which the Quake series simply doesn't have)
      Quake's lack of an automap is a design decision, not a technological limitation. This was probably to increase the fear/realism factor of the game. All of the engine facilities for doing an automap in Quake are already there -- freeze the game state, don't draw models (monsters, items, etc), ignore PVS, draw only brushes the player has already seen, go noclip (without affecting the player's real position, of course), maybe do some other stuff, and draw everything in wireframe. This is, of course, an oversimplification of what needs to be done, but the point here is that it's well within John Carmack's power to do it.
      --

      The only way the typical /.er can pick up a chick is with a forklift. -- AC

  56. the ZX Spectrum did not have hardware scroll, by Anonymous Coward · · Score: 0

    > Those machines (and the C-64 also) were
    > primarily game playing machines that had
    > specialized buffers and hardware sprites for
    > building scrolling games. Doing such on the PC
    > was quite a hack for the time.

    ZX Spectrum did NOT have hardware scrolling, yet there were games (Dan Dare, for instance) that did such scrolling.

    Scrolling on poor hardware was NOT invented by Carmack.

  57. Get the f*cking name right by Simon+Garlick · · Score: 1

    id.

    Not iD.
    Not ID.
    Not Id.

    id.

    I mean, seriously... how fucking hard is it to get a TWO-LETTER WORD right?

  58. correction by stevemcghee · · Score: 1

    the image of game screenshots has an error.
    the image for "Commander Keen" is actually for "Dangerous Dave"
    i dont seem to remember zombies in Keen, just aliens ;)

  59. One of them is autist? by Anonymous Coward · · Score: 0
    Four guys with that passion were artist Adrian Carmack; programmer John Carmack (no relation); game designer Tom Hall; and programmer John Romero.

    Man, I feel pity for this Adrian... being so close to tha god and he not even talking back, feeling isolated among those geniuses... sniff!

  60. Re:The Evolution of the id Engine-voxels by Anonymous Coward · · Score: 0

    When they get hardware accelerated.

  61. It's id software, not ID or iD by Heretic2 · · Score: 1

    id, as in the opposite of ego.

    1. Re:It's id software, not ID or iD by Anonymous Coward · · Score: 0

      i thought it stood for "insights of the deep"...(?)

  62. Re:Off Topic rant about Googlegear.com by Anonymous Coward · · Score: 0
    I quote,
    Processing usually requires 1-2 business days. If a product requires more than 2 business days, it may be noted on the specification page ( link)
    That's pretty much the same policy you'll find at any online retailer. Hey, just because you're a clueless newbie who's using his mom's credit card to place his first online order -- probably of l337 hardware that you will overclock in a pointless attempt to prove that you aren't a dumbass -- doesn't mean that it's Googlegear's fault.
  63. smooth scrolling/screen shifting by jeffmurphy · · Score: 1

    jees, they make it sound like carmack invented smooth scrolling. that same technique was used on commodore games circa 1986. an interesting read, but they need to tone down the fawning hype.

    1. Re:smooth scrolling/screen shifting by TheShadow · · Score: 1

      From the article:

      "Carmack wrote a so-called graphics display engine that exploited both properties to the full by using a technique that had been originally developed in the 1970s for scrolling over large images"

      I don't think they are claiming that he invented it... he was probably the first to use it on a PC.

      --

      --
      "What do you want me to do? Whack a guy? Off a guy? Whack off a guy? Cause I'm married."
  64. Re:31 is not old. by Anonymous Coward · · Score: 0

    31 is not old. I'm 33. that is old :)

  65. Re:Amiga??? - how to implement smooth scrolling by Anonymous Coward · · Score: 0
    easy. only process what you intend to use at the time.. for smooth scrolling that displays a different {column,row} every ~10ms, then only process a new {column,row} every ~10ms, but have the previous ones redrawn before that time while vsyncing. vsync and timing are everything to accomplish smooth scrolling. In short:
    • vsync all screen writes
    • adhere all scrolling processes to strict timing schedules
  66. Recursion sucks! by Anonymous Coward · · Score: 0

    Slow, inefficient - occasional risk of stack overflow. Give me iterative methods anytime - you can do anything iteratively (at least in the code), just needs some thought and more often than not it's easier to understand than a recursive algorithm anyhow.

    1. Re:Recursion sucks! by ragnarok · · Score: 1

      recursion doesn't have to be slow or inefficient if the compiler handles it right. In fact if you use tail recursion and your compiler knows its stuff you don't even have to worry about stack overflow.

      --
      Search first, ask questions later.
  67. citizen kane... by Anonymous Coward · · Score: 0

    ...is some of the worst drivel ever...

  68. One thing I've always wondered... by FyRE666 · · Score: 2

    Was DoomII really ported to an arcade machine over in the States? I remember seeing one in the Film "Grosse Point Blanke" and thought it was probably a fabrication. If it was real, it must have been a nightmare to play with a joystick and XX buttons for weapons, jump, strafe etc etc!!

    1. Re:One thing I've always wondered... by markh1967 · · Score: 1

      Doom II was put in a cabinet and turned into an arcade machine. I remember seeing a review of one in gaming magazine years ago. The worst thing about it wasn't the controls - most people, myself included, didn't start using a mouse for FPS games until quake made it mandatory. The worst thing about the arcade port was that you got 100 health for every coin inserted, but your health was always slowly dropping. If they hadn't done this then there would be nothing to stop someone from just standing still and preventing other paying customers from playing.

      --
      Input error. Replace user and press any key to continue.
  69. minor detail... by flip-flop · · Score: 1

    Hate to be anal, but the shot labelled "Quake" on the illustration page is in fact taken from Quake II.

    1. Re:minor detail... by Anonymous Coward · · Score: 0

      No, it's just Quake with the Quake2 MOD. You know, for those that want to play Quake2 but their PC can only play Quake. *grin*

  70. 75% Bullshit by Anonymous Coward · · Score: 0

    Carmack is good, but he's not as good as people seem to think he is.

    I happen to know that without Mike Abrash there would have been no Quake.

    1. Re:75% Bullshit by Anonymous Coward · · Score: 0

      Ah.. Mike Abrash. Now there was a coder.

  71. 80s console gaming by freeweed · · Score: 2

    Gaming in the 80s *was* dominated by consoles:

    In the US/Canada and Japan, you had the original Nintendo Entertainment System. In most parts of Europe and South America, the Sega Master System. Both came out around 1985 (exact date depended on where you lived), and pretty much dominated the gaming scene in their respective areas. Other than the Amiga, there was no personal computer that could stand up to these consoles (try Super Mario Brothers for the C64 if you don't believe me :) - and the Amiga was pretty much out of the price range of most consumers at the time.

    The only time game consoles HAVEN'T the dominant platform was around 1983-4, when the entire video game industry crashed hard, and Commodore and Sinclair provided us with lots of fun. Although the case could be made for the modern era of games...

    --
    Endless arguments over trivial contradictions in books written by ignorant savages to explain thunder in the dark.
    1. Re:80s console gaming by Tet · · Score: 2
      In the US/Canada and Japan, you had the original Nintendo Entertainment System. In most parts of Europe and South America, the Sega Master System. Both came out around 1985 (exact date depended on where you lived), and pretty much dominated the gaming scene in their respective areas.

      Nope. Although the Master system was around, it certainly didn't dominate. In fact, it barely made a dent. It wasn't until the Megadrive that consoles in the UK achieved widespread use. In the shop in which I worked, we had racks of Spectrum, C64, Amiga and ST games, and a handful of Master System games because there was just no demand for them.

      --
      "The invisible and the non-existent look very much alike." -- Delos B. McKown
  72. Say it with me now...! by aztektum · · Score: 4, Informative

    It's *id* Software. Not ID. Not iD. id. as in the psychology term.

    id
    Pronunciation: 'id
    Function: noun
    Etymology: New Latin, from Latin, it
    Date: 1924
    : one of the three divisions of the psyche in psychoanalytic theory that is completely unconscious and is the source of psychic energy derived from instinctual needs and drives.

    --
    :: aztek ::
    No sig for you!!
    1. Re:Say it with me now...! by Anonymous Coward · · Score: 0

      Score -10000 Redundant!

  73. It's not about "id", SMB3 on SNES, C++. etc ... by Anonymous Coward · · Score: 0

    The comments so far are what we can expect from a geek family :)

    But ... It's really not about "smooth side scrolling in 60Hz that my Amiga could do with the blitter/copper in 1988 (remember Blood Money et al)?"

    It's all about the Guy really doing all this stuff no matter what if he's the best Python/ML/Lisp/Prolog/C programmer in the world.

    The tools and techniques are available for everyone, and You can write some BSP stuff - but it takes one or more artists to really make it work.

    Monet, Renoir or even Picasso didn't for gods sake invent pencils. They just knew how to use them.

  74. The game was Specter by Farmbubba · · Score: 1

    The game you are refering to was probabably Specter, it got away with full 3D by making the 3D window 1/6 of the screen. Lots of scrollers for the apple II, the only advantage the apple II had was page flipping built in!

    1. Re:The game was Specter by tgibbs · · Score: 2

      No, it wasn't Specter, which was sort of a Battlezone clone. The game I'm thinking of was a pure maze game, with no shooting at all. It did not have a particularly tiny window, although I wouldn't be surprised if they reduced the width somewhat. And it was very fast; presumably, it either used 2D raycasting or some other highly efficient method.

  75. It was Greed. by Sean+Clifford · · Score: 2
    It was Greed. We got a good laugh with the ASSCam - it was an acronym (a forced one that that), but it was cool. Very useful for those behind you. You could also cloak yourself as different objects.

    A little known fact - our archivist put a build on a server for some of our testers and 'oops' - he mis-set permissions. There were loads of people continuously scanning our site for a demo and 'viola'. The game got passed around - it wasn't done, but it was getting there - and we got a LOT of unsolicited feedback. Our guys also scoured message boards for opinions, etc. The feedback was 'bad, keep working' - and we did. However, the game was a disappointment in my book - good idea, some really cool features, but...it wasn't all that.

  76. Softdisk v. Id by Sean+Clifford · · Score: 4, Informative
    Unsubstantiated company rumor on the Duke thing, I guess. :)

    I remember Al talking about the lawsuit and the source code. One poker night (which I played badly) Dan Tobias went on a long rant (suprise) about the whole ordeal. I share his opinion that moonlight code belonged to the programmer, not the company.

    Absolutely nothing came of the source code. It sat in Jim's office unused.

    1. Re:Softdisk v. Id by CProgrammer98 · · Score: 2

      A lot of job contracts now have the clause about any software developed in your own time still belongs to the company. Mine does, I couldn't get rid of it either. The job market the way it is, it's either sign the contract or we'll give the job to one of the next 100 people in the queue...

      --
      And the people shall be oppressed, every one by another, and every one by his neighbour Isaiah 3:5
  77. Originality, creativity, etc by John+Carmack · · Score: 5, Informative

    I was fairly pleased with how that article turned out - when I first heard about it, I dreaded seeing a trivialized simplification of the issues, but it turned out as representative as you can be in that space.

    However, I really dislike discussions of the attribution of techniques to a particular programmer. Everything is derived from things before it, and I make no claims of originality. I would say that one of my talents is the ability to be aware of what sources are feeding into my work, and be able to backtrack to them. Also, there are always lots of other possible answers for any given problem that can be made to work. BSP vs sector list, Portals vs PVS vs scan line occlusion, tilted constant Z rasterization vs block subdivision vs background divides, etc. Looked at in the proper perspective, individual techniques just aren't all that important. Sometimes it sounds like "Dude, he INVENTED needle nose pliers!!!"

    Heck, I somewhat deride the very concept of originality. Creativity is just synthesis without the introspection. Lots of people will catch on that and start a rant about how Id games aren't original, but they are missing the point - it is possible to set out and develop something that will be received as "original" without ever having an "original" idea spring into your mind.

    The best way to get answers is to just keep working the problem, recognizing when you are stalled, and directing the search pattern. Many of the popular notions of innovation and creativity are in some ways cop-outs that keep people from being as effective as they could be. The little document I wrote about developing a part of the shadow algorithm for Doom that Nvidia has on their website was a pretty good example of my process. Don't just wait for The Right Thing to strike you - try everything you think might even be in the right direction, so you can collect clues about the nature of the problem.

    John Carmack

    1. Re:Originality, creativity, etc by Inthewire · · Score: 1

      It's good that someone such as yourself advocates trying everything that might even be in the right direction.
      I'm new to programming but I'm making headway. I'm new to my OS (FreeBSD) but I keep poking, keep googling, keep playing with the ports. I don't know what I'm doing, exactly, but every mistake I make teaches me something. Usually there'll be a clue, a bit of rope that I can use to pull myself to the next problem.

      --


      Writers imply. Readers infer.
    2. Re:Originality, creativity, etc by Anonymous Coward · · Score: 0
      I think it would be interesting to many programmers if someday, somewhere in your 70s perhaps :) you took the time out to actually draw out that history line; showing how you got from one book, tutorial, paper, idea, to the next. I think that would help many aspiring 3d programmers both on a very practical level (as that list would inevitably end up looking as a How To on becoming a 3d programmer), but also on a more, hm, philosophical level. As a not so good example : I for one was seriously relieved when I learned that the quake engine had actually been rewritten a zillion times -- because it meant that all the effort I (and probably many other coders) put into code that ultimately doesn't go anywhere is _not_ in vein.. Which in turn means there is hope if you're not born a know-all genius-God :)


      In short... Don't underestimate how much of an example you are to "the rest of us", and every bit of meta-info you can share about your engines -- how you got there, how you did it -- is liquid gold.

    3. Re:Originality, creativity, etc by Anonymous Coward · · Score: 0

      Ugh, when even JC writes Id and not id, i guess i have to stop moaning at ppl not writing id :)

    4. Re:Originality, creativity, etc by Sladica · · Score: 1

      So "originality is in the eye of the onlooker" but then the entire game industry is just an evolution, moving from one point to the next and it branching out. I would just like to ask you Mr Carmack how you come up with the techniques you use. I am just beginning to learn how to program and like many people couldn't comprehend how you manage to keep coming up with brilliant technology and now it seems in Doom 3 excellent gameplay. Thank you very much Mr Carmack but like it or not you will be remembered as one of the people who affected the game industry a lot. I am sure you don't believe you deserve this praise. Even though you don't claim originality you will be remembered for being 'original'. I would just like to ask a question to you Mr Carmack: Do you believe there is such a thing as a genius ? As you may have notice you are revered as a genius. Remember the possibilities of coding are limited only by your imagination.

  78. Van Gogh was just a painter... by MrBlack · · Score: 2

    Mozart was just some guy that wrote songs..

    Newton was just a guy who could look at the natural world and derive laws that seemed to cover what he saw (oh, and co-invent calculus too). I'm not putting Carmack up with these guys, but it's pretty easy to diminish someone's accomplishments by saying they're "just a" something....

  79. The Amiga had quarter-pixel scrolling resolution by Anonymous Coward · · Score: 0

    The Amiga 1200 could scroll a 320x256 screen as if it was a 1280x256 screen, with 3 times the horizontal resolution. So you can scroll a quarter of a pixel along. Great fun.

  80. Oh like carmack invented page flipping. by Anonymous Coward · · Score: 0

    Yea right. Give me a break. Page flipping pre-dates EGA and VGA adapters. And 1000s of teenages have indepedently developed the "technology". It's so obvious when you start looking at the CRTC registers.

  81. 2D Scrolling by MuMart · · Score: 1
    I think the bit about the 2D scrolling "innovation" is pretty inaccurate

    Back in the 80s *no* computer or console had the bandwidth to scoll by copying pixels - it was always done by changing the bitmap vectors in the gfx hardware.

    All ID did was use the same technique as nintendo (and I'll bet it was patented by someone, atari?) thanks to IBM, who quite obviously had designed EGA with games and scrolling in mind.

  82. PC scrolling games vs. c64s by pommiekiwifruit · · Score: 1

    What impressed me at the time of 386s was when the C64s emulator came out, and ran commodore 64 scrolling games at pretty much full speed. They were smooth scrolling away before I noticed any native PC games scrolling smoothly. And with proper graphics instead of Commander Keen's "programmer sprites". (Hey, I can't draw either. That's why they pay an artist). I wondered at the time how they could get a layer of emulation to blit things faster than native code (I think ModeX had something to do with it, so that may be VGA rather than EGA).

    1. Re:PC scrolling games vs. c64s by Anonymous Coward · · Score: 0

      VGAs have a half-pixel scroll mode... but this mode wasn't used much. I still laugh when I see peecees with the marqueze screensaver muahahahahhaahha even Ghz machines look crap :-D

  83. Thousands of ZX spectrum games by pommiekiwifruit · · Score: 2, Informative
    prove you wrong there.

    I have just been learning Z80 this last week, and damn it's a cool processor! And still for sale...

  84. 31 is close to retirement age... by pommiekiwifruit · · Score: 1
    if you count in hex. 1F isn't that old though, since I'm 20 myself :-)

    I'm not saying I want to be forced to retire when I hit the big 32, but it would be nice to have the option.

  85. Argh by Cyclone66 · · Score: 1

    I posted this a few days ago and it got rejected, it was also the same day that the musical hard drive article was repeated as well as others.. sigh..

    1. Re:Argh by Winterblink · · Score: 1

      Who cares. Not only are you offtopic, but you act like you're the only person who's ever had a submission get rejected then posted a day or two later submitted by someone else.

      --
      "I'm a leaf on the wind. Watch how I soar."
      -Hoban Washburn
  86. No dice, for me anyway by Sean+Clifford · · Score: 2
    Hey, I understand where you're coming from. The job market is tight and most big companies have a huge cudgel in their contract. Most say 'take it or leave it' and most people grudgingly sign. However, I'm single with no family and am stubborn/lucky enough to hold out for a place that's geek friendly.

    I just absolutely will not sign a contract that has an intellectual property clause that claims ownership of code I develop for non-company-related projects on my own time. I've invested years learning my trade because I enjoy what I do and I won't allow that enjoyment to be crushed out of me.

    Arguably such clauses mean that you cannot participate in open source projects or hell - can't develop for fun at all without your efforts being assigned to XYZ Corp. Hell, arguably you're required to give notice of any such projects or could find yourself being sued b/c the company lost a market window...blah...blah...blah.

    1. Re:No dice, for me anyway by CProgrammer98 · · Score: 1

      My clause does save "that may be of benefit to the company" and it;s life insurance so I guess they might not be interested if I worked on, say, Gnutella. I do plan on taking the clause with a large pinch of NaCl

      --
      And the people shall be oppressed, every one by another, and every one by his neighbour Isaiah 3:5
  87. Alternate Reality:The City and the Dungeon by Alzheimers · · Score: 1

    Alternate Reality: The City Was the first game I remember that had a 3D Textured viewscreen on an Apple II/c (also available for the Atari ST, C64, Amiga, and a basterdized version for the PC) The Dungeon was the sequal, and had much more visual detail.

    It was also one of the first games to have a soundtrack, and lyric text synchronized to the music.

    You can check out the FAQ Here

  88. Noticed it too by shoptroll · · Score: 1

    I noticed the Quake II shot being referenced as Quake... But for talking about the technology or engines does it really matter?

    --
    Insert Sig Here
  89. We are nowhere near human level AI by Anonymous Coward · · Score: 0

    No matter how much computing power you throw at it.

    1. Re:We are nowhere near human level AI by death00 · · Score: 1

      Granted, we aren't able to emulate the human brain, regardless of the amount of computing power we have. That's not necessary for modern games, though. Even in a Quake 3 Arena type game, where the "human" qualities of the opponents are highly exposed, the bots don't need completely human qualities. They just need to react in a "realistic" manner.

      If I toss a rocket down the hall, they should find cover. They should chase me when I run away, etc. They don't require "human-level" intelligence to provide realistic game-play.

  90. On Creativity... by Amoeba+Protozoa · · Score: 2

    "Creativity is just synthesis without the introspection."

    I disagree with this view. You cannot completely decouple originality from creativity. Even if you only combine existing ideas together: for example packages and a kernel into a distribution; a graphics engine and art into a game; or off-the-shelf parts into a rocket you no doubt have to use an introspective process to create. It is the integration process that is the invention, not its indivdual parts, because after all: the individual parts were an integration process at an earlier time to begin with until we go back in human history to where we started to bang rocks together!

    Even if you had only managed to exactly synthesize another persons work but you had beaten them at market, it proves that you had thought of another idea to more effectively share your invention with the world...but you had to think to make this happen. Nothing in this world happens automatically * .

    However, I believe it is the mark of a genius to claim otherwise: I was reading an article on John Frusciante of the Red Hot Chili Peppers and during the interview he was asked where he got his musical ideas. He said (and I paraphrase,) "I don't come up with anything, the music simply enters me from another dimension." I would argue however, that the process becomes so deeply introspective that you are hooked up directly to yourself at such a deep level that the creative process happens nearly automatically.

    Here's a quote:

    "Great minds don't think alike, for that is why they are great." - Derek Weidl

    John, iD, thanks for the innovation...no matter how it happens I'm always entertained!

    -AP

    * : except the fundamental actions of the universe; or so it seams.

    1. Re:On Creativity... by Paul+Komarek · · Score: 4, Insightful

      To add another perspective:

      The mathematicians I have met (I'm one of them) by-and-large feel that new math ideas are *discovered* instaed of *created*. The distinction is important. Truth and algorithms already exist, we're just trying to *find* them and sort through the crap. Just because no human has previously written down some piece of truth or an algorithm before you do, doesn't mean you invented that truth or algorithm.

      We're all standing on the shoulders of reality, trying to decode what we see. John Carmack's comment about struggling with a problem in order to understand it seems very much in line with this view, and very much inline with the academic research process. Academics don't get research done just by sitting around, trying to be creative. We do research by repeatedly struggling with a problem until we figure out which defects in our brain prevented earlier understanding.

      -Paul Komarek

    2. Re:On Creativity... by Anonymous Coward · · Score: 0

      "Creativity is just synthesis without introspection."

      I believe what Mr Carmack means by this is that so-called 'creativity' is the act of making something or putting something together without being able to identify distinctly who or what influenced you to think the way you did.

      Mr. Frusciante's comment would seem to confirm that, for he certainly doesn't live in a musical void and has undoubtedly heard a great deal of music which he no longer recalls hearing, but which has stayed with him on an unconscious level. (also, not to be too cynical, I believe all smart, successful musicians would avoid making any statements which might be used against them in a plagarism lawsuit.)

      That said, I am a self-taught programmer. My first job, many years ago, was to rewrite an inventory management program for the small electronics manufacturing firm that I worked for. In the course of the job, I "invented" to commonly used techniques; the RST swap & the bubble sort. By invented I mean that I had no prior knowledge of the techniques, had never seen them in books, etc but I clearly defined them for my purposes & applied them to solve the job at hand & continued to use them in future jobs.
      It was only later, as I read books on algorithms, that I learned that these two techniques were already well-known and commonly practiced.
      So, where did I, in the course of my education, learn them? Nowhere. They were my inventions & I was quite proud of them.

    3. Re:On Creativity... by Jagasian · · Score: 2

      It all depends on the philosophical foundation that you use for your mathematics. Most constructive mathematicians would say that math ideas (truth and algorithms are part of math) are created.

      But yes, because of our public school system what is effectively the Platonic philosophy of math is taught as the one correct understanding. Such a philosophy states that mathematical ideas already exist... Now, in my opinion, such a foundation for mathematics seems to be very irrational and non-mathematical. Assuming that math ideas already exists is something akin to assuming that god exists. Hence it requires faith like a religion.

      This is why L.E.J. Brouwer, for example, put great effort in founding mathematics on constructive foundations as opposed to Platonic foundations. Ideas are created, created again, and again. No, ideas don't already exist... for who created them? Where do they exist? For how long have they existed?

      Finally, such a distinction isn't trivial or meaningless as the philosophy used as a foundation for mathematics greatly influences what can and cannot be proven to be true in your mathematical system. The math that you seem to subscribe to is what is sometimes referred to as "classical", while the math that I am talking about is typicaly called "constructive". Computer Science is part of constructive mathematics, for reasons that I will not go into now.

    4. Re:On Creativity... by Paul+Komarek · · Score: 2

      Heh, you've caught me. I've never studied with constructionists, and in fact have never heard many good words said about that philosophy. Philosophically, I'm definitely an Existence & Uniqueness guy.

      I think that invoking Plato isn't really necessary to justify the non-constructionist view. It's always seemed clear to me that there is something constraining mathematical thought, and that something seems *fairly* universal among humans. For instance, anyone not bothered by certain consequences of the Axiom of Choice is clearly a martian and probably not from our Universe. ;-)

      These unspoken and unspeakable constraints are what drives the notion that we're discovering something and not creating it. It's not that our ideas exist, its that our new ideas are forced to come into agreement with existing principles in order to maintain consistency in mathematics.

      Computer science is not entirely based upon constructive mathematics, as near as I can tell. The first example coming to mind is complexity theory. I believe a lot of complexity theory depends on existence proofs which do not provide a method of constructing the necessary objects. While computers are Turing machines with finite resources and useful algorithms run in finite time, computer hardware is merely a part of computer science. The humans in computer science, though, are often classically-trained mathematicians. In fact, I've never met a constructionist face-to-face, and only if you describe yourself as one have I ever encountered a constructionist.

      Any mathematical system which limited itself to constructive techniques would be less rich than modern mathematics. While the constructionist approach is a useful paradigm, I see it as only a part of mathematical practice.

      At any rate, I don't want you or anyone to take the creation vs. discovery description I wrote too literally. As you probalby noticed, I wasn't particularly careful and didn't define most of my terms. It was meant as an informal summary of a constrasting viewpoint, a viewpoint which allows that ideas may be new but reality already exists.

      -Paul Komarek

    5. Re:On Creativity... by Jagasian · · Score: 2

      Brouwer's Intuitionism (one form of constructive math) admits the existence of some guidelines by which mathematical things are created. In fact, Intuitionism claims that these guidelines are built into our minds, and goes on to claim that such guidelines cannot be written down as the logicists claim. Godel and Church proved the Intuitionists correct.

      So the distinction is found elsewhere... but I see what you are saying. You would just say that one of these "guidelines" has the side effect of the law of the excluded middle in addition to other side effects. As to what that actual "guideline" or "thing that constrains" actually is... well we can't say ;-)

      Limiting math to constructivist foundations results in a math of abstract things that can be computed or calculated. Proofs in formal constructive mathematics can be shown to be isomorphic to algorithms in the lambda-calculus. Of course, incompleteness issues create the need for "more" than what formal constructive math offers. So you are right that CS includes more than constructive math, but the objects of main concern to computer scientists, algorithms, are definitely constructive mathematical objects. ...while the objects of interest to a physicist are inherently not constructive.

      Finally, Hilbert's backstabbing of Brouwer is why most of us only know of classical math as opposed to a constructive math.

  91. Ultima Underground by SCHecklerX · · Score: 2
    IIRC, ultima underworld was out just before wolf3d, and had a more realistic (albeit slower) 3d engine. The speed didn't matter as much as it was an adventure vs. a shooter.

    comments?

  92. Carmack is God for players, not developers by Anonymous Coward · · Score: 0

    Carmack may be god to players, but ask any developer that's had the hellish experience of trying to work with one of the engines. A mass of spaghetti code writeen in C, completely uncommented and undocumented.

    Id sells licences for this engine for HALF A MILLION DOLLARS, and how many pages of printed documentation for the engine do you get? ZERO. Try buying any other software product for that much, you will get a wall of binders full of meticulous documentation. Id engines? Nada. Id is even PROUD of this - their web site for licensing basically says "this enghine is a pain in the ass, so if you don't already know how to use it, get lost, piker, cause we aren't helping."

    It's pathetic when developers are reduced to spending half their time tracking down undocumented bugs and parameters, figuring out how things work, and getting 90% of their infromation from fan sites and tutorials.

    Carmack's code may LOOK good when it runs, but internally the Id engines are textbook cases of how NOT to write software. They just get away with treating customers this way because they're Id, and they can. Heaven forbid they should hire a few technical writers.

    This is the dirty little secret of the FPS industry, but no one complains about it publicly because they can't afford to piss off Id.