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."
now that was a classic series. anyone remember the secret commander keen level in doom ][?
gotta love easter eggs....
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.
In my case I found it more fun to program than to play.
"Learning is not compulsory... neither is survival."
--Dr.W.Edwards Deming
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
Pfew, quite a relief : iat's quite a change from Carmack being quoted intensively.
When will I end this grieving ? When will my future begin ?
"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.
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.
This one is particularly good: about binary space partition tree.
...a monument
Excellent. I wish I had read it when I was 12!
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).
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
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.
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!
"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!
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.
"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.
mod parent up! EvilTwinSkippy explicitely says he's very elite!
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.
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...
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
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.
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?
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.
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.
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
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.
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).
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?
LOOK AT THE FUCKING LOGO. It's a distinct "id". Fucking christ....
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...???
Carmack is only 31? Damn, I better get to work.
Search first, ask questions later.
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
True but doesn't the BSP FAQ say that BSP's can represent Octrees?
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
We may or may not have noticed that.
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.
I'm waiting for "Final Fantasy" graphics to come to the PC.
So when are we going to be using voxels?
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
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.
Ralph Wiggam is 24?!?!??
Carpe Canem - Seize the Dog
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?
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.
"iD" No.......
It's "id" dammit. id Sofware. Jeez...get it right.
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.
The article says Super Mario Brothers 3 was made for SNES. This is wrong. It was on NES.
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.
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 .. )..
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.
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.
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.
*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.
What mouth-breather modded a comment about John Carmack offtopic when the article is about John Carmack?
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.
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
> 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.
id.
Not iD.
Not ID.
Not Id.
id.
I mean, seriously... how fucking hard is it to get a TWO-LETTER WORD right?
-----
PGP Key ID 0xCB8FF658
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
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!
When they get hardware accelerated.
id, as in the opposite of ego.
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.
31 is not old. I'm 33. that is old :)
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.
...is some of the worst drivel ever...
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!!
Code, Hardware, stuff like that.
Hate to be anal, but the shot labelled "Quake" on the illustration page is in fact taken from Quake II.
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.
Gaming in the 80s *was* dominated by consoles:
:) - and the Amiga was pretty much out of the price range of most consumers at the time.
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
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.
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.
No sig for you!!
The comments so far are what we can expect from a geek family :)
... 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)?"
But
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.
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!
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.
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.
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
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....
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.
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.
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.
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).
I have just been learning Z80 this last week, and damn it's a cool processor! And still for sale...
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.
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..
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.
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
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
No matter how much computing power you throw at it.
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:
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.
comments?
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.