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."
Get it right. Sure, I'm just pointing out details, but the guy seems like one of those people who calls them 'eye dee'...must...quell...desire...to...kill
Secondly, it's all Carmack baby, all Carmack.
Now if only he would put in my idea about the 'Theme Songs' where any player can choose any segment of any mp3 they want and make it the song someone hears when they see em... When I mentioned the idea to him he said the technology (as in bandwidth) wasn't there yet, but it will be eventually.
I can't wait.
I do not respond to cowards. Especially anonymous ones.
Next up, orac2.. special subject, the bleedin' obvious.
"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.
Carmack is also condescending and aloof as hell in his .plans, has negative social skills, has a history of not collaborating well with others who do not defer to him (look at id's storied employment histories) and is more or less the most high profile austistic in the gaming industry. Your personal hero he may be, but the embodiement of the perfect programmer he is not.