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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."

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  1. 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.

  2. 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).