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."
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.
"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!
The point is that Carmack brought it to the world of PC games,
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).
Haha, programming at 7? You must have been a real prodigy.
;)). So I don't think there are that many people who have done anything at younger age.
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
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.
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 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
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