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Brian Hook Interview

A reader writes:"I just read this very in-depth interview with Brian Hook on a site called Curmudgeon Gamer. Hook used to work for id Software (Quake 2 and 3) and later for Verant (Everquest) and he apparently worked on Glide for the old 3DFX cards. Now he runs his own smaller game company called Pyrogon. In the interview he talks about development styles of Q2 and Q3, MMORPGs, the lessons of 3DFX, and development of cross-platform games like his Candy Cruncher (which is available for MacOSX and Linux!). He even gets into some criticism of modern games and the life of a smaller game developer. Lengthy read, but lots of stuff to think about there since he tells it like he sees it."

145 comments

  1. Brian Hook and GLIDE by barspin · · Score: 4, Informative

    Brian Hook didn't "apparently work on Glide" - he was the person responsible for initially implementing the GLIDE API.

    1. Re:Brian Hook and GLIDE by critter_hunter · · Score: 1

      I'm not 100% sure, but I remember them saying he was the architect to the Glide API. Wouldn't that be designing and not implementing?

      /me is stupid. I closed the page and now it's slashdotted.

      --
      Karma: Could be worse (could be raining)
    2. Re:Brian Hook and GLIDE by MisterFancypants · · Score: 1

      HE DID BOTH.

    3. Re:Brian Hook and GLIDE by barspin · · Score: 1

      A matter of semantics, I should have clarified. I am just about certain that he was the architect and the creator of the initial GLIDE implementation. I must admit that I used GLIDE rarely, and only around the time of the Voodoo 1 / 2, but it was clean and easy to use.

    4. Re:Brian Hook and GLIDE by multibody · · Score: 2, Informative

      I did some Glide programming back in the Voodoo2 days. Glide had the flavor of a straight hardware interface. As I recall, it didn't even clip triangles around the edge of the screen. Think of Glide as a Voodoo wrapper rather than an API.

      Using Glide was a good learning experience, but I switched to OpenGL soon after.

    5. Re:Brian Hook and GLIDE by be-fan · · Score: 1

      If you ever take a look at the Voodoo register level specs, you'll see that it's basically Glide with registers instead of procedures. Of course, that says a whole lot about the Voodoo hardware. The hardware manual was like a "Graphics Driver Programming Tutorial" and the register interface was dead simple. Makes me nearly cry when I read an Intel reference manual and compare the two...

      --
      A deep unwavering belief is a sure sign you're missing something...
  2. modern trends are too predictable by Anonymous Coward · · Score: 5, Interesting

    The first 3d games were new and revolutionary and such, and the first 3d accelerators were something big. Modern "innovations" like, ooh, new 3d games, and games over the Internet, seem pale in comparison.

    Give me a new game genre. Frankly, I'm bored with what I can get today. It doesn't cut it in the modern world. Why spend my spare time shooting people up when I can turn on the tv and see it for real? I'd rather do something peaceful to reinforce my feeble humanity.

    Innovation in games is a great thing; has been a great thing in the past. I don't think you'll see it from Brian Hook, though. Technical advances, sure. But for something new and better we'll have to look elsewhere.

    1. Re:modern trends are too predictable by Anonymous Coward · · Score: 5, Interesting

      I think that's why other genres like the life-building Sim City games have become so popular. Killing monsters is getting old for sure.

    2. Re:modern trends are too predictable by Anonymous Coward · · Score: 0

      Written by someone who has never contributed anything.

    3. Re:modern trends are too predictable by ChaoticChaos · · Score: 0, Redundant

      "Give me a new game genre. Frankly, I'm bored with what I can get today. It doesn't cut it in the modern world. Why spend my spare time shooting people up when I can turn on the tv and see it for real? I'd rather do something peaceful to reinforce my feeble humanity."

      AMEN!

    4. Re:modern trends are too predictable by TheWickedKingJeremy · · Score: 3, Informative

      Give me a new game genre. && I'd rather do something peaceful to reinforce my feeble humanity.

      Here ya go

      --

      my religion lies somewhere between buddhism and super monkey ball - pamphlet?
    5. Re:modern trends are too predictable by RLiegh · · Score: 4, Insightful

      I think that's why other genres like the life-building Sim City games have become so popular. Killing monsters is getting old for sure.

      For some reason spending hours exploring dungeons and killing monsters is seen as adolescent; but spending hours making houses and watching simulated people is 'sophisticated'.

      That one has always puzzed me.
    6. Re:modern trends are too predictable by L7_ · · Score: 1

      Thats because 1 internet day is 100 RL days.

      Stuff seems to come and go so fast nowadays, if you're not on the razor edge of technology then it seems that your stuff is outdated before it is released.

      Innovation takes time, and when people get bored of crap that took 2 years to build in like 2 days, then there will not be an influx of quality products.

    7. Re:modern trends are too predictable by microTodd · · Score: 2, Informative

      - Harvest Moon
      - Animal Crossing
      - Dance Dance Revolution
      - SimAnything
      - Sports games

      --
      "You cannot find out which view is the right one by science in the ordinary sense." - C.S. Lewis on Intelligent Design
    8. Re:modern trends are too predictable by Anonymous Coward · · Score: 0

      For some reason spending hours exploring dungeons and killing monsters is seen as adolescent;

      Nope, that's called 'fantasy' or 'make-believe'.

      but spending hours making houses and watching simulated people is 'sophisticated'.

      Again, no that's called 'architectural design and crowd behaviour patterns'.

      Get your terminology right.

    9. Re:modern trends are too predictable by pmz · · Score: 1

      Killing monsters is getting old for sure.

      Definitely. I noticed that most games still have essentially the same description on the back of their box even after two decades of gaming, which is pretty disappointing. Any box that reads "15 levels and 40 different types of monsters!" is worth putting back onto the shelf.

      Even worse, is that certain game companies seem to make the same game over and over but put a different name on it. Really, what's the difference between Final Fantasy 8, The Legend of Dragoon, and Okage the Shadow King, for example, other than nuances of plot and different graphic designers on staff. They all have the same tedious battle sequence, tired repetitive character dances, you go around and buy stuff, etc.

    10. Re:modern trends are too predictable by Anonymous Coward · · Score: 0

      LOL is that how they're describing The Sims these days? Thanks for the laugh! -_^

    11. Re:modern trends are too predictable by grumpygrodyguy · · Score: 1

      I think it's because this:

      spending hours exploring dungeons and killing monsters is seen as adolescent

      Is at about power.

      Whereas this:

      spending hours making houses and watching simulated people

      Is something else. Not sure what yet.

      --
      The government has a defect: it's potentially democratic. Corporations have no defect: they're pure tyrannies. -Chomsky
    12. Re:modern trends are too predictable by [TWD]insomnia · · Score: 1

      The Beatmania/DDR/DrumMania are really fun games once you feel the rythmn inside, and I'm frankly really addicted since this genre is fresh.

      Bemani (a subcompany of Konami), thank you !

    13. Re:modern trends are too predictable by Anonymous Coward · · Score: 0

      No, I never said it was sophisticated, just different. Think about it- from the beginning of computer games its always been about destroying stuff. Now we can build stuff instead! Those looking for a different gaming experience will find Sim City style games fill that need.

    14. Re:modern trends are too predictable by Anonymous Coward · · Score: 0
      Give me a new game genre.

      You could always build your own if you're so inclined...

    15. Re:modern trends are too predictable by Anonymous Coward · · Score: 0

      Wrong.

      Some of the very first successful computer games were about building things and multiplayer rather than singular experiences, not about destroying stuff. See M.U.L.E. and all the infocom games for some prime examples.

    16. Re:modern trends are too predictable by 10Ghz · · Score: 2, Funny
      spending hours making houses and watching simulated people... ...Is something else. Not sure what yet.


      One vote for "sad"
      --
      Lesbian Nazi Hookers Abducted by UFOs and Forced Into Weight Loss Programs - -all next week on Town Talk.
    17. Re:modern trends are too predictable by Commutative+Monoid · · Score: 1

      Seconded.

      --
      You have exactly 314 seconds to come up with a less retarded plot.
    18. Re:modern trends are too predictable by benzapp · · Score: 1


      That one has always puzzed me.

      This is especially true when Sim City 4 is such a slow POS. Maybe if it ran on the hardware kiddie's have, it wouldn't be so sophisticated.

      Of course, Sim City was one of the three games originally released for the Super Nintendo lets not forget... And that was in 1992

      --
      I don't read or respond to AC posts
    19. Re:modern trends are too predictable by MsGeek · · Score: 1

      Three words: Otaiko no Tetsujin. Gotta love a game which has you banging on big drums with sticks as fat around as a baseball bat. I don't know if it will ever hit these shores but I saw a vid clip of it on Extended Play (gaming show on TechTV) and it looked like a hell of a lot of fun.

      --
      Knowledge is power. Knowledge shared is power multiplied.
    20. Re:modern trends are too predictable by akawaka · · Score: 1

      (Score:5, Interesting)

      A troll, modded up by other trolls.

      --
      Bother.
    21. Re:modern trends are too predictable by Anonymous Coward · · Score: 0

      Well then, all those in favor say 'Aye'!

    22. Re:modern trends are too predictable by junkgrep · · Score: 1

      Dead on. Take a look at those games where are the best of even the conventional shooter genre. Half-Life didn't have "levels"- it had a story. It's places and monsters fit into that story. Of course, I'm exaggerating, but at least trying that route was what made it stand out. Same thing with Crono Trigger: basically your standard RPG, but at least it tried to work enemies into the game, rather than randomly dumping them on you.

      The problem is, though, trying slightly new things is a risk. People like familiar interfaces, conventions.

    23. Re:modern trends are too predictable by junkgrep · · Score: 1

      When you tire of beating on drums, you can always beat on a pedophiles butt. No, I'm serious (though, of course, it's Japanese).

      Boong-Ga Boong-Ga is the first arcade game that combines of assaulting assholes and fortune-telling.

  3. Slashdot makes webserver spell not good by Anonymous Coward · · Score: 4, Funny

    Warning: mysql_connect() [function.mysql-connect]: Too many connections in /usr/local/etc/httpd/curmudgeon.linuxgames.com/gee klog-1.3.6/system/databases/mysql.class.php on line 104
    Cannnot connect to DB server

    1. Re:Slashdot makes webserver spell not good by Surak · · Score: 1

      Argh! Aparently Taco disease is contagious via the /. effect! :-P

    2. Re:Slashdot makes webserver spell not good by Joe+the+Lesser · · Score: 3, Funny

      *sound of /.ing explosion*

      Server: What happened? Incoming message. Main screen turn on.

      /.: How are you gentlemen? All your connection are belong to us.

      Server: What you say?

      /.:You are on the way to destruction. You have no chance to survive, make your time. Ha ha ha.

      --
      "I only speak the truth"
      Karma: null(Mostly affected by an unassigned variable)
    3. Re:Slashdot makes webserver spell not good by grumpygrodyguy · · Score: 1

      Goddamn SDE where's the fucking article.

      --
      The government has a defect: it's potentially democratic. Corporations have no defect: they're pure tyrannies. -Chomsky
    4. Re:Slashdot makes webserver spell not good by Anonymous Coward · · Score: 1, Funny

      Slashdot continues its campaign of "Shock and Awe".

    5. Re:Slashdot makes webserver spell not good by Anonymous Coward · · Score: 0

      Ahahahaha...

      I actually enjoy the continual airing of AYBABTU :)

    6. Re:Slashdot makes webserver spell not good by Anonymous Coward · · Score: 3, Funny

      All your joke are belong to last year.

    7. Re:Slashdot makes webserver spell not good by matvei · · Score: 1
      I can't believe that I laughed out loud while reading this comment.

      Does that joke count as retro already? :)

    8. Re:Slashdot makes webserver spell not good by dillon_rinker · · Score: 1

      you know, if you post that in response to every /.ing, you could probably start a trend...soon people you'd never heard of would be imitating you.

  4. WHA?!? by nherc · · Score: 0
    From Quake to Candy Cruncher?

    With all due respect... what has happened to you Mr. Hook?!?

    --
    'He was a dreamer, a thinker, a speculative philosopher... or, as his wife would have it, an idiot.' - Douglas Adams
    1. Re:WHA?!? by 13Echo · · Score: 1

      They've mentioned on their site that they just wanted to make small, but fun games. At one time, Pyrogon was working on some sort of MMORPG, but I've not read much of its progress.

    2. Re:WHA?!? by Anonymous Coward · · Score: 0

      he opened up his own shop and is making games he want to make.

    3. Re:WHA?!? by quakeroatz · · Score: 1

      How the great have fallen.

      Don't get me started on Teamfortess, at least Brian is doing what he wants, not selling out to Valve and banishing TF to a carbonite slab hanging over Jabba.

      Yes I'm a geek and so are you!

    4. Re:WHA?!? by nherc · · Score: 1

      I suppose as long as Candy Cruncher isn't his new crowning achievement. It's just with those creditals I was expecting something a bit more, umm, exciting... or at least involving a chainsaw, grenade launcher or a battle axe.

      --
      'He was a dreamer, a thinker, a speculative philosopher... or, as his wife would have it, an idiot.' - Douglas Adams
    5. Re:WHA?!? by Doc_XII · · Score: 2, Interesting

      He started making games he likes. He also went from being a bachelor to someone married with a kid. And, being an owner of Candy Cruncher, it's as addictive as Tetris ever was. Personally I play games because they're fun, not because of eye candy . . . which means it'll be a while until I get DoA Beach Vollyball ;-)

    6. Re:WHA?!? by treke · · Score: 2, Informative

      Candy Cruncher is actually a really fun game. Not th e sort of thing I could play for a couple hours like say quake, but fun. My preferred version of it is the http://eongames.com port to Qtopia.

    7. Re:WHA?!? by 10Ghz · · Score: 1
      I suppose as long as Candy Cruncher isn't his new crowning achievement. It's just with those creditals I was expecting something a bit more, umm, exciting... or at least involving a chainsaw, grenade launcher or a battle axe.


      Phew! For I while I thought you said "genitals"!
      --
      Lesbian Nazi Hookers Abducted by UFOs and Forced Into Weight Loss Programs - -all next week on Town Talk.
    8. Re:WHA?!? by Screaming+Lunatic · · Score: 1
      You're talking about Stellar Deep. It's mentioned in the article. (Hint Hint. Read it)

      It's a (I'm coining a new term) KMMOG. Kinda Massively Multiplayer Online Game. It's geared at about 5000 subscribers rather than 400,000 like other online games.

      Sounds pretty cool.

  5. Candy Cruncher. by 13Echo · · Score: 3, Interesting

    If you like puzzle games, Candy Cruncher is worth checking out. There are demos available. It's kinda like Sega Swirl meets Connect Four. The Linux port is very well done. It was another excellent Icculus job.

  6. candy cruncher file sizes... by babyblink · · Score: 2, Interesting

    why each file for each platforms are so different? windows 2.6mb osx 2.0 and gnu/linux (don't blame me but rms) 4.2mb?

    --
    [self dealloc];
    1. Re:candy cruncher file sizes... by critter_hunter · · Score: 2, Informative

      The windows version is coded for DirectX/Direct3D or whatever. The Mac version is coded for Carbon. Both of those are native Windows APIs. Their Linux port is made in SDL, and is probably statically linked, as opposed to the other two.

      --
      Karma: Could be worse (could be raining)
    2. Re:candy cruncher file sizes... by critter_hunter · · Score: 1

      Err... Native APIs for their relative OS's, that is. Carbon isn't a Windows API, but you knew that already. ^^

      --
      Karma: Could be worse (could be raining)
    3. Re:candy cruncher file sizes... by davidhedbor · · Score: 3, Informative
      As already mentioned. the Linux version is bigger primarily because it contains two binaries - one dynamically linked (to comply with LGPL) and one msotly statically linked (i.e no dependencies on LGPL or a specific libstdc++ for example). I should also add that the LGP retail release includes binaries for Sparc Linux and PPC Linux as well.

      Also for your information Ryan "icculus" Gordon did the initial SDL porting and I am the current maintainer of the SDL as well as Qtopia ports.

    4. Re:candy cruncher file sizes... by Anonymous Coward · · Score: 0

      One reason is they are using the crufty SDL library. I really wish people making Linux ports would show some pride in the platform and use the native APIs: X11, OpenGL, OSS.

    5. Re:candy cruncher file sizes... by davidhedbor · · Score: 1

      SDL has caused a significant increase in available smaller games (and possibility to write games using Perl, Python, Pike etc). It saves A LOT of boring implementation of low-level graphical stuff that you really don't want to deal with. Also it does of course also gives you cross platform support out-of-the-box.

      Of course, you're welcome to spend your time on writing platform specific, low-level code - that's fine by me. I, however, prefer to concentrating on the more interesting parts.

    6. Re:candy cruncher file sizes... by davidhedbor · · Score: 1

      Oh, by the way, the MacOS 9 and MacOS X versions (now) use SDL as well, which saves time since there's now one less backend to support / develop.

    7. Re:candy cruncher file sizes... by Anonymous Coward · · Score: 0

      Here's what Mr. Hook has to say about SDL:

      "All that said, we don't use it on Windows, primarily because it's an extra dependency and because our Windows code was already written. And I think it's just good practice to abstract yourself from other libraries so if you decide to switch to something else, it's not horribly painful."

      It sounds like the game has it's own layer between the game and the OS. Why have yet another layer (SDL) between the game and the hardware? There is no reason - other than laziness on the part of the developer. Why is it that the Windows versions of commercial games (CandyCruncher, Neverwinter Nights, etc.) never use SDL? If SDL is so great why don't the developers use it for all platforms? Brian's statement tells us: If we take the time to properly port to a platform then SDL is simply extra baggage.

      Writing to the native APIs isn't difficult.

    8. Re:candy cruncher file sizes... by dolson · · Score: 1

      It's not difficult, but it's less portable.

      Or something.

      Don't ask me, I know about as much as you do about game development.

    9. Re:candy cruncher file sizes... by davidhedbor · · Score: 1

      The Win32 API code was written before there was an SDL port and I believe before Brian knew of SDL. Writing a native interface IS so much harder. Think about all the things SDL gives you:

      - Fullscreen support (not a huge deal but still much more complex than the simple one line command in SDL).
      - Abstracted audio support for OSS, Alsa, ESD, Arts (shall I go on?).
      - Rendering support using X11, dga2, svgalib. fbdev (and so on).

      To sum it up, SDL gives you support for MULTIPLE platforms. Implementing ONE backend using X11 and OSS isn't that had. Implementing X11, SVGALib, fbdev, ggi, dga2 and OSS, Alsa and the various sound daemons. That is a massive waste of time.

      Also remember that, as I said, SDL is also used on MacOS (always been the case) and MacOS X (rather recent change). Also BeOS and other platforms SDL runs on naturally.

      Basically what SDL gives you is MUCH less source to maintain and update. Sure, Pyrogon used native Win32 interfaces, but it doesn't use native MacOS, MacOS X, Linux, [ ... insert other platform here ...] ones. There's a huge gain from that and a relatively low cost (in many cases I'm sure less experienced developers benefit in performance from using SDL too). Not simply "just extra baggage".

      As for use of SDL in Windows games natively - surely you understand why? Developers use what they know and more importantly know _OF_. As a parallell, I can mention that OpenAL, another cross-platform library for 3D audio, IS being used for commercial games in Win32. For example Tribes 2 and Unreal Tournament 2003.

    10. Re:candy cruncher file sizes... by Anonymous Coward · · Score: 0

      Will Brian be using SDL for Windows in the future? Until he does you have no case to make.

      If libraries such as OpenAL or FMOD provide cross-platform audio then I don't need SDL for audio do I? Both of those provide a 3D API. SDL does not.

      ESD and Arts are widely regarded as garbage. And didn't I read that the KDE people are looking at another sound server? I have no reason to support these transitory solutions. Alsa provides the OSS interface so I write for OSS.

      I only work on OpenGL games. On Linux this means you use X11/DGA. Svgalib and fbdev aren't an issue for me. Since I already have the code for X11 and Windows using SDL would save me no time.

      The library I use for graphics and audio in my code is 28K. Compare this with the 328K library for SDL 1.2. You may not care, but efficiency is important to me. I don't know the MacOS X interfaces yet, but when I port I'll take the time to learn them and provide an efficient solution there as well.

      More than one hobbyist developer has given up on SDL as being to cumbersome to deal with. Maybe I shouldn't have brought that up since I don't have the URLs for these projects on hand but I want to make the point that SDL is not all happiness and light. When you use SDL you are using a wrapper (Game/OS interface) over a wrapper (SDL) over a wrapper (X11/Win32).

      Bottom Line: SDL provides me with nothing but overhead.

  7. They can do THAT on Linux?? by Anonymous Coward · · Score: 2, Funny

    If CandyCrusher is the best that an innovator like Hook can do for Linux, the future for Free is indeed bleak.

    1. Re:They can do THAT on Linux?? by Junks+Jerzey · · Score: 1

      If CandyCrusher is the best that an innovator like Hook can do for Linux, the future for Free is indeed bleak.

      Exactly. Plus remember that Hook is not an innovator. Candy Cruncher is the first game he ever worked on start to finish.

  8. This Post by Davgeary · · Score: 2, Troll

    Anybody else suspect that "A reader" was actually Mr. Hook himself?

    --
    /* No Comment */
    1. Re:This Post by Grayswan · · Score: 1

      Heh, I'd not be shocked if Mr. Hook was the interviewer to boot.

      Grayswan

      --
      If you open your mind too wide, people will throw trash in it.
    2. Re:This Post by Anonymous Coward · · Score: 0

      I'm sure he was "A reader" and is also a number of the posters today.

  9. Someone is gotta do them by curtisk · · Score: 5, Interesting
    Candy Cruncher isn't cool, but it makes us money.
    Thats one of the best lines in the article...it really speaks alot about entertainment industry, gaming in particular, sometimes you gotta make the "turds" to make a living....

    If the "cool" games are the ones with the millions of $$ budgets and overhead, thus they have to sell outrageous amounts of product just to break even ...someone has to make the budget titles, and the smaller titles are alot less risk...a friend of mine works in such a studio, when he they first went down that path they were all like..."ugh! F-ing budget games?!?" But they quickly realized that they can still work at them to make them as cool as possible, and they're not sweating about whether more work is coming....it always does. Simply because if one of their titles bombs completely, they're only out $100k as opposed to $2.5M....alot easier to re-coup, and alot less sour taste in the publishers mouth

    --

    Sehr geehrter Toilettenbenutzer!

  10. OpenGL's parents by reidbold · · Score: 4, Insightful

    I think a good issue is (re)raised here with regards to OpenGL having no one really looking after it now. OpenGL is the crux of porting games to non-ms platforms. He mentioned that it was a reasonable task to write rendering code that works across different graphics api's, and IANA graphics developer so I'd like to know what other people feel about this. And by extension, is it really that important for a game to use OpenGL to be easily portable?

    --
    -Reid
    1. Re:OpenGL's parents by SScorpio · · Score: 4, Informative
      If you write your own graphics engine you can design it to support a plug-in architure.

      If you design your plug-in system well, it isn't surprising that you could write plugs for various API to make the most out of them.

      A normal Windows PC game would go like this: Game Engine -> Direct X -> Display Driver -> Graphics Card Internal Code

      A plug-in system would be: Game Engine -> Plug-in (DirectX,OpenGL,etc) -> 3D API (DirectX,OpenGL,etc) -> Display Drivers -> Graphics Card Internal Code

      This way when you are porting to another OS you don't have to worry about all the features your using be supported by OpenGL patches. With this system it would be possible to develope an engine that contained output plug-ins for the Windows (DirectX), Linux(OpenGL), OSX(OpenGL), PS2, Xbox, and Gamecube. The only place I see issues with running it on the PS2 due to having to stream textures rather than loading everything into video RAM.

      Why, you may ask this isn't done more? It's Simple. Most game are designed for a target platform and coded directly for it. Later when it is decided to have the game go multi-platform, then the issues appear. If you plan on going multi-platform from the start you can design more your routines more efficiently.

      Why not just plan to make all games multi-platform? Developing for multiple platforms is more difficult and takes more time and money. It's alot easier to say "I'm creating a Windows game" and then just have your engine output to DirectX. Later when you want to port to Linux or OSX and need to use OpenGL, you run into the difficulties.

    2. Re:OpenGL's parents by Mosasaurus_Maximus · · Score: 1, Interesting

      Kylix supports OpenGL on Linux out-of-the-box. Of course there's no law that says you have to use OpenGL (or D3D); you can always write your own custom renderer. They're much harder to write and I get tired of writing graphics code as, frankly, graphics just don't impress me anymore. It's the physics and scripting that are the interesting part of newer games.

    3. Re:OpenGL's parents by The+Raven · · Score: 1

      The reason this does NOT WORK is because games need performance. They need to run fast. Coding to an abstract 'plugin' versus coding to the hardware can be a difference of an ORDER OF MAGNITUDE or MORE in terms of speed.

      You have obviously not done any 3d programming for games... or anything else. Don't spout about what you don't know.

      Oh wait... this is slashdot. My pardon, spout away... everyone else does. :-)

      --
      "I will trust Google to 'do no evil' until the founders no longer run it." Hello Alphabet.
    4. Re:OpenGL's parents by SScorpio · · Score: 1
      Then how does the Unreal engine do it? If you played Unreal Tournament you would know that updates to the various video renders where just DLLs which worked much in the same way as I described.

      I'm not saying that the display cannot be optimized for the specific API being used. I guess my describing it as a plug-in system was thoural enough. The game engine just needs a standard interface that the various renderers support. There is nothing stopping you from optimizing a specific DLL. Sure most of your coding will be around one API that's why game like Unreal, and Ultima IX preformed much better in Glide than Direct3D.

      While you write your interface you must think about the broadest set of features available to you via the different APIs you wish to support. Sure it won't run as good on some platforms as others, but if you could just recompile your code and get max preformance wouldn't everyone just code in SDL and OpenGL? You will have to code in preformance hacks for each situation; however, the plug-ins eliminate the need to code large portions of the engine.

  11. Any word on Stellar Deep? by eddy · · Score: 5, Interesting

    The article is thoroughly slashdot'ed now. Any word on their Stellar Deep and why it's been "hidden" on the site? I get the feeling that maybe they announced it a little too early.

    Follow the link and you'll see references to other games that may or may not be in production.

    Personally I didn't find Candy Cruncher all that fun.

    --
    Belief is the currency of delusion.
    1. Re:Any word on Stellar Deep? by linzeal · · Score: 1
      Stellar Deep sounds like a mmorpg like the Earth and beyond from EA (which I've heard is woefully understaffed and underfunded now that sims online is carrying the family jewels.

      Hopefully this smaller crew can get it right, I know EA is going to cancel E&B eventually with it's 5.95 price tag at walmart heh.

    2. Re:Any word on Stellar Deep? by mivok · · Score: 1

      From the article:

      "Stellar Deep is something we really want to do when we have the financial resources to do it"

      So I'm guessing its been places on the back burner for a little while, waiting for the right amount of money to come scurrying towards it.

    3. Re:Any word on Stellar Deep? by BHook · · Score: 5, Informative

      Stellar Deep really does require a certain amount of financial and time committment we can't justify at this point. We're not particularly interested in finding outside sources of income for this, since the whole point of being independent is so we can pick and choose what we work on.

      So with that in mind, we're trying to build up a revenue base so that we can take 6-12 months to sit down and do something with Stellar Deep. It was originally mentioned on the Pyrogon site when we launched because it was a "Wouldn't it be cool if?" type of thing. Unfortunately it came off as a product announcement, and I hate vaporware, so we pulled it but kept it in the forums.

      We think it'll be a fun game, with all the aspects of Elite, EV:Nova, Subspace, et. al. that people really enjoyed, and hopefully with an added social and strategy dynamic lacking in those games.

      One day...

      -Hook

  12. yep...neat, simple game by weathergeek · · Score: 1

    sort of like tetris, but with an urge to go out, and buy a bag of candy corn. ahhh, candy corn.

  13. Article Text -AC by Anonymous Coward · · Score: 5, Informative
    You should always post article text AC, otherwise baby Satan cries! Karma whores! - AC

    It's time for another interview here on Curmudgeon and this time we have with us Brian Hook, president of Pyrogon Games and former developer at id Software and Verant/Sony Online Entertainment. Before working on the seminal shooters Quake 2 and Quake 3: Arena, Brian was the original architect of the Glide API used by the 3dfx Voodoo line of video cards. After departing id, Brian worked as a Senior Technology Architect at Verant, concentrating on development of technology for next-generation massively-multiplayer online games (MMOGs). After founding Pyrogon in 2000, he created the puzzle game Candy Cruncher, which we reviewed earlier this year. Two additional Pyrogon games have appeared since then, NingPo MahJong and Letter Linker, both available for Windows and MacOS X. (A Linux version of NingPo MahJong will be shipping in the near future.)

    This interview covers a wide range of topics: game design criticism, OpenGL/D3D, making money as a smaller game developer, and the importance of porting software to different platforms. Indeed, something for just about everyone. It's quite long, so you might want to bookmark it and consume it in more than one reading.

    The interview questions were prepared with the assistance of regular CG authors ruffin and michael.

    jvm: What kinds of games do you enjoy playing the most?

    Hook: That's a tough question. I guess in some ways I just have very high expectations about software these days, so most games pretty much turn me off within the first 5 minutes when I spot egregious design flaws.

    That said, the games I've played and enjoyed the most recently have been No One Lives Forever 2, which I felt had some of the best production value I've ever seen in a game, and Ghost Recon, which is a hoot in multiplayer.

    jvm: So you play mostly on a PC, as opposed to a console?

    Hook: I should really get some consoles and play console games, but it's hard to justify the time.

    jvm: Could we get an example of a game with these egregious design flaws, complete with a breakdown of those flaws? The more popular the game, the better.

    Hook: That's dangerous ground =)

    But a typical example I have is what I call "simulations that think they're games". To me, a game should be fun and exciting, which means that I should be making interesting decisions that lead to success based on the data I have at that time. Too many games today STILL punish you by just killing you because that's "realistic".

    Hitman 2 is a good example of this. Starting with the very first mission, you can pretty much expect to go through and play that mission 20 times before you complete it, because there are timed events that you don't know about a priori. Which is a shame, because the actual mechanics in Hitman 2 were extremely fun. It was probably the one game in recent memory that I really wanted to like but which ended up being so frustrating and tedious that I couldn't enjoy it. Obviously it's a popular game, so I'm in the minority on this.

    I think the games that really got a lot of this down were the 1980s LucasArts adventure games like Lo

  14. Brian Hook Speech by MrCode · · Score: 5, Insightful

    I attended a speech by Brian Hook at the University of Florida a few years back. He had once been a student there before dropping out to work at 3Dfx. As I recall he was still at 3Dfx at that time (which was well before 3Dfx melted down.) It was an interesting speech, relating how he went from a student half-way through his studies to the creator of the Glide API.

    One thing that is interesting is that I think has become much less arrogant as he has gotten older (he seems quite humble in this interview.) I mean he did create Glide almost single-handedly. Of course I imagine that getting humble with age is a pretty standard trend, especially among software developers. How many developers in the audience remember how arrogant they were when younger? I know I was. Ah, the ignorance of youth...

    1. Re:Brian Hook Speech by Anonymous Coward · · Score: 1, Funny

      Shut up you old fart. My l33t programming skillz could destroy you.

    2. Re:Brian Hook Speech by bshort404 · · Score: 1

      That's funny, I saw him also speak at UF, but it was after he left TDFX and while he was at Id Software.

      --
      -B
  15. Score by Anonymous Coward · · Score: 0

    And Oh, I played it once and scored 28581. Took a while, and I didn't get that exited about trying to beat the score.

    Personally, I've been meaning to do a clone of Puzznic, just to have something to do while learning SDL. Tetris and Puzznic are my favourite puzzle-games (not that I've played that many of them).

  16. Uh-oh... by Anonymous Coward · · Score: 4, Funny

    Incidentally, "Pyrogon" is a (poorly-disguised) anagram of "Porygon," the Pokemon that gave all those Japanese kids seizures in that infamous TV show. Do I smell a conspiracy?

    1. Re:Uh-oh... by Anonymous Coward · · Score: 1, Funny
  17. Sigh. Brian Hook. Sigh. by Junks+Jerzey · · Score: 4, Interesting

    I know this will come across as sour grapes, but if there was ever someone in game development who made a name for himself without much to back it up, it's Mr. Hook.

    He worked at 3dfx in the early days, and hats off for the Glide API (RIP), but that's not a game, of course.

    He wrote a book about writing game engines in C++, but hadn't actually written a 3D game when he wrote it.

    He worked at id for a bit, but he never shipped a title while there, and he never worked on a project start to finish.

    Then he worked for Sony Online, but never shipped a game there either.

    Then he started a little bedroom company--good for him!--and finally wrote a game: the 2D puzzler known as Candy Cruncher.

    Surely there are some more illuminated people in the game industry that are more worthy of interviews? Take away Spector and Meier and Wright and all the usual gods and there are still oh so many brilliant people out there whose names aren't even known. Who worked on Metroid Prime (hint: one of them is also ex-id)? Who worked on Splinter Cell? Who worked on GTA 3? You never hear about these people.

  18. Re:I hope you're happy! by babyblink · · Score: 0, Offtopic

    You're not gonna have Saddam Hussein to kick around any more! to make it more related to the subject... long live Saddam, you soon will exist eternally in one of those quake clone.

    --
    [self dealloc];
  19. The Interview by MrCode · · Score: 0, Redundant

    Since I seem to have gotten to the article before it was hit by the rest of you, here you go, in plain text (warning, it is pretty long):

    --
    It's time for another interview here on Curmudgeon and this time we have with us Brian Hook, president of Pyrogon Games and former developer at id Software and Verant/Sony Online Entertainment. Before working on the seminal shooters Quake 2 and Quake 3: Arena, Brian was the original architect of the Glide API used by the 3dfx Voodoo line of video cards. After departing id, Brian worked as a Senior Technology Architect at Verant, concentrating on development of technology for next-generation massively-multiplayer online games (MMOGs). After founding Pyrogon in 2000, he created the puzzle game Candy Cruncher, which we reviewed earlier this year. Two additional Pyrogon games have appeared since then, NingPo MahJong and Letter Linker, both available for Windows and MacOS X. (A Linux version of NingPo MahJong will be shipping in the near future.)

    This interview covers a wide range of topics: game design criticism, OpenGL/D3D, making money as a smaller game developer, and the importance of porting software to different platforms. Indeed, something for just about everyone. It's quite long, so you might want to bookmark it and consume it in more than one reading.

    The interview questions were prepared with the assistance of regular CG authors ruffin and michael.

    jvm: What kinds of games do you enjoy playing the most?

    Hook: That's a tough question. I guess in some ways I just have very high expectations about software these days, so most games pretty much turn me off within the first 5 minutes when I spot egregious design flaws.

    That said, the games I've played and enjoyed the most recently have been No One Lives Forever 2, which I felt had some of the best production value I've ever seen in a game, and Ghost Recon, which is a hoot in multiplayer.

    jvm: So you play mostly on a PC, as opposed to a console?

    Hook: I should really get some consoles and play console games, but it's hard to justify the time.

    jvm: Could we get an example of a game with these egregious design flaws, complete with a breakdown of those flaws? The more popular the game, the better.

    Hook: That's dangerous ground =)

    But a typical example I have is what I call "simulations that think they're games". To me, a game should be fun and exciting, which means that I should be making interesting decisions that lead to success based on the data I have at that time. Too many games today STILL punish you by just killing you because that's "realistic".

    Hitman 2 is a good example of this. Starting with the very first mission, you can pretty much expect to go through and play that mission 20 times before you complete it, because there are timed events that you don't know about a priori. Which is a shame, because the actual mechanics in Hitman 2 were extremely fun. It was probably the one game in recent memory that I really wanted to like but which ended up being so frustrating and tedious that I couldn't enjoy it. Obviously it's a popular game, so I'm in the minority on this.

    I think the games that really got a lot of this down were the 1980s LucasArts adventure games like Loom and Secret of Monkey Island.

    Those games were fun. When you were frustrated it was because you couldn't figure something out, not because you felt the game was just arbitrarily screwing with you.

    Another example are games that go into "inverse feedback loops".

    Hitman 2 does this as well. The better you are, the more cool stuff you get, and thus the easier the game. If you make "Silent Assassin" on the first mission, you get some really nice weapons that make much of the rest of the game easier.

    But the problem is that if you're a good enough player to get those weapons, you don't need the bonuses as much as the guy that was struggling like mad to complete the mission at all

    1. Re:The Interview by Anonymous Coward · · Score: 0
    2. Re:The Interview by MrCode · · Score: 0, Offtopic

      Oops, I should have browsed below 3. The AC's HTMLized version is better anyhow. Call me a Karma whore if you want, but I barely post and my self esteem is not dependent on my Slashdot Karma.

  20. Re:I hope you're happy! by govtcheez · · Score: 1

    We can kick around his body doubles for a few years before it gets old, I'm sure.

  21. They're not gods. by eddy · · Score: 1

    Surely there are some more illuminated people in the game industry that are more worthy of interviews?

    Why the either-that-or-that position? I've read the interview now, and others, and Brian comes across as one who Gets It. That's actually enough for me to find an interview with him interesting. You can pick up Game Design: Secret of the Sages

    and read stuff by Spector, Molyneux, Wright, Gilbert, etc. I've done so, and I'll tell you what; They mostly say the same thing!

    I think Brian is cool because he understands the reason for writing portable software, for instance, which was hardly mentioned by any of the "luminaries" in your list.

    While Spector and the rest still work with giant teams and foster (well, their companies certainly do) this aura of "they're gods that should be looked up to", Brian is out there doing things mostly on his own.

    I'd like a little less focus on the "man" and a little more focus on what the "man" says.

    --
    Belief is the currency of delusion.
    1. Re:They're not gods. by Junks+Jerzey · · Score: 1

      While Spector and the rest still work with giant teams and foster (well, their companies certainly do) this aura of "they're gods that should be looked up to", Brian is out there doing things mostly on his own.

      And that's good, except that he's not doing anything interesting or notable. I have the utmost repsect for people who start their own small game companies, but let's be frank: Brian Hook has essentially written a clone in the vein of Diamond Mine and a dozen other games. That too, is okay, but it shouldn't brand him as any kind of luminary or folk hero. A lone wolf who raged against the machine with wild and innovative designs, or even interesting designs going for mass market appeal, now that would be someone worth listening to.

      I was trying to say that there are lots of deserving people out there that should be getting interviewed besides the usual suspects (Spector, etc.). Those "gods" are essentially managers as it is. So what do we have instead? Someone who has written a me-too puzzle game. My point is that there's a an in-between. It's like saying that Popular Music sucks, but then selecting a ho-hum Bon Jovi cover band as the savior of the medium.

  22. Re:PENTAGON THREATENSTO KILL INDEPENDENTREPORTERS by Anonymous Coward · · Score: 0

    Maybe because that URL doesn't go anywhere.

  23. well except for sept. 11th by Anonymous Coward · · Score: 0

    Al-Qaeda can do what it wants when it wants. It doesn't matter how many rights you give up because there is nothing you can do about. They can strike whenever and where ever they fancy.

  24. Hook is a BS artist by Anonymous Coward · · Score: 0, Informative


    From what I've heard, he's been going through his entire life as a BS artist. He's been been brought up in converstation as an example of the marketroid-wanna be programmer type to be wary of. I don't know these as true first hand, but from what I've heard, in school he cheated, at 3dfx he took credit for other peoples' work. At Id, they realized their mistake and fired him - same thing at verant.

    1. Re:Hook is a BS artist by Anonymous Coward · · Score: 0

      A BS artist?

      Just because he wasn't the lead developer of your favorite PS/2 game doesn't mean he doesn't know what he's doing. He's worked for the biggest game development companies in the world, obviously he knows something most don't.

      Jealousy is a wasted emotion. Get over it.

  25. Re:I hope you're happy! by Anonymous Coward · · Score: 0
    Not if he's a small greasy smear at the bottom of a 60" pit filled with rubble!

    HAHA! Joke's on you! You can't put him on trial for warcrimes and hang him by his neck!
    You won't even have the satisfaction of dragging his corpse through the streets!

  26. Too large? by eddy · · Score: 2, Insightful

    If I might go ahead and speculate (which I love to do :-), then I'd say that Stellar Deep is Brian wanting to do something really big, but understanding intellectually that it's almost impossible to pull off.

    He's not out to create something as grand E&B, but he's trying to compress the essence of what makes those games fun, into one small product just large enough to realistically be pulled off by his small team.

    The problem might be that in his mind the game is still a little too large, and as more and more features are peeled off, the whole might not look as interesting any more. There's a certain reality to being a small developer that you must face.

    But I think it's great that he's trying. He's out there doing what I'm only dreaming about, doodling away my time with books and mailinglist, deluding myself into thinking that maybe one day, the game of my dreams will "spring" from my fingertips.

    --
    Belief is the currency of delusion.
  27. Blithering Peter Pan, it was by Anonymous Coward · · Score: 0

    I wasn't there! Curse you neverland misfits! I'll get you Peter! And as soon as I do, I'll fuck Tiger-Lilly silly and break Tinker-Bell's Bell 'till she screams in bloody diahreah!

  28. I just graduated by CrazyJim0 · · Score: 0, Offtopic

    Where do I look for a job. Carnegie Mellon apparently doesn't offer job placement. I have a degree in scientific computing... Basically making programs for scientific research. I'd like to do genetic research algorithms, but I'd be down for some physics modeling or whatever.

  29. Re:Sigh. Brian Hook. Sigh. by Anonymous Coward · · Score: 0

    don't trash the guy for not working on a gamee from start to finish - indeed it's hard to do that in places likd id and sony - think about those development cycles!

    If you don't think writing the Glide API, writing books about 3d engine design and a multitude of other public works is worthy of your respect then so be it. For me, hats off to the guy.

  30. Re:Sigh. Brian Hook. Sigh. by MisterFancypants · · Score: 3, Insightful
    Quake2 shipped while Brian Hook was still at id, he was even around during a lot of the Quake3 development.

    In any case, I'd much rather hear Brian Hook speak than, say, Seamus Blackley... now THERE is a bloated ego for no reason.

  31. Romero? Is that you? Ahh, it is the rome.ro! by Anonymous Coward · · Score: 0

    How is maintaining that little catastrophy, Deus Ex feeling today? What's that? You haven't maintained it? Oh of'course, you didn't touch it with a heppititis-tainted needle... It was Carmack that did that, right...

  32. Just graduated to what, Slashdot.org? by Anonymous Coward · · Score: 0


    Why would you graduate from a ficticious university, and now think you are worthy to post on slashdot.org?

    That's saying somthing...

    Scientific Computing - oxymoron
    Scientific Research - oxymoron
    Genetic Research Algorithms - oxymoron
    Physics Modeling - oxymoron

    You are what you do, not what you say

  33. Reasons to port by IceDiver · · Score: 2, Insightful
    But I really think the reasons to port software are more subtle. First off, it really does help you spot bugs. Getting something running on multiple platforms really stresses code, and forces you to fix sloppy things.

    One of the best reasons for porting to alternate platforms I've ever heard. More Linux ports == Fewer bugs

    1. Re:Reasons to port by TheAwfulTruth · · Score: 1

      Not exactly...

      I've found that while the core code on a single (usually the primary) platform becomes more stable due to well frankly more testing by more people. Overall you end up with MORE bugs total and of course the coding requirements are higher overall.

      So is still may not be a good thing depending on your development schedual. Sometimes it may be good, other times it can impact you pretty hard...

      --
      Contrary to popular belief, coding is not all free blow-jobs and beer. Those things cost MONEY!
    2. Re:Reasons to port by Brad+Oliver · · Score: 1
      One of the best reasons for porting to alternate platforms I've ever heard. More Linux ports == Fewer bugs

      I do lots of Mac game ports, and the largest issue I face is not the API differences, but the endian issues.

      For most people, Linux == Linux x86, so from my standpoint, if you port your game from Win32 to Linux, it will not have nearly as big a positive effect as porting from Win32 to MacOS X (or for that matter Linux PPC). If you really want to use porting to another platform as a means to work the bugs out of your app, OSX will give you the biggest bang for your buck, and make any resulting port from OSX to Linux of any flavor nearly trivial.

    3. Re:Reasons to port by davidhedbor · · Score: 1

      Although endian issues are great when doing ports from x86 to ppc, those aren't specifically "bugs" in the x86 version of the code. If anything, lack of planning / forsight. Rather the bugs you DO find when porting to Linux from Win32 are cases of sloppy memory management which win32 simply ignore. It's not at all uncommon to see code, which in essence looks like this:

      Class *c = new Class();
      delete c;
      if(c->something) {
      }

      Naturally, it's never as easy as above but accessing deleted/freed memory on Win32 works just fine and dandy, generally. However these are also bugs that potentially affects certain flavors of Windows (NT, 2k,...) which has more strict memory management.

      This is a MAJOR reason why code ported to Linux is more robust - you can't get away with sloppy coding such as this. There are of course many other reasons as well.

    4. Re:Reasons to port by Drongo14 · · Score: 1
      A year ago I convinced my management (of a large semiconductor company) to port a huge application to Linux, not only because I saw Linux as an emerging ECAD platform but also because I knew that the Linux memory management was much more sensitive to memory overruns, stray pointers etc.

      The release of the port was six weeks late, and most of the people working on it hated my guts because "Linux was so unstable".

      The end result though, when they back-merged their fixes into the main tree was a highly reduced number of internal errors, both in the Windows and the Solaris versions of the code.

      By now, all the core (i.e. non-GUI) functionality gets tested under Linux first, and then gets released for Windows.

      Go figure...

  34. I'm not very good at Candy Cruncher... by httpamphibio.us · · Score: 1

    Black jelly beans are my favorite...

    --
    sig.
  35. Re:Sigh. Brian Hook. Sigh. by davevr · · Score: 2, Interesting

    I have worked in games at various points in my career. One of the reasons you don't hear about a lot of game developers is that the bulk of people writing games are the same sort of professional developers who could just as easily be writing Oracle or Windows. In fact, it is not uncommon for people to migrate between such assignments.

    The idea that game programming is somehow a different field run by rock stars or teenage geniuses is largely an illusion. It is like thinking that the film business consists soley of small quirky indie filmmakers.

    Brian Hook, for better or worse, is a personality. That is why he makes a good interview.

  36. Re:Sigh. Brian Hook. Sigh. by BHook · · Score: 4, Informative

    I don't believe it's sour grapes at all, you bring up a lot of very valid points. I was primarily known for having a big mouth and a lot of opinions, and those aren't the types of things you base a career on.

    In fact, in my defense, if you look at publicity for "Brian Hook", there has been none, because I've reached the point where building something on my own is more important than self-aggrandizement and promoting a name or personality.

    At 3Dfx I was ancillary -- and, just to clarify, while I was a major influence on Glide, the Glide that everyone knew was actually significantly cleaned up and fixed by people after I left 3Dfx, so associating it strictly with me is a disservice. 3Dfx was about the hardware.

    At id, I came in late on Quake 2 and left early on Quake 3, and in hindsight, it was a blown opportunity for me because I didn't contribute as much as I could have. But then again, trying to code around John Carmack is fairly demoralizing because he makes everything hard seem too easy.

    I consented to this interview -- my first in THREE YEARS -- because I figured CG was a small enough site that no one would really notice. The questions that were asked I thought were extremely good and insightful and, frankly, I wanted to slowly start building awareness within the Linux community as we start pushing out more products.

    But anyway, I think you're pretty accurate on your assessment, but I feel obligated to post just so you (and others) understand that this isn't a typical washed up, pathetic developer who has lost his relevance looking for one last moment in the sun.

    I fully intend to build up Pyrogon into something important and fun. This is what is most important to me at this point, because the quasi-fame I had before was fleeting and, in the end, irrelevant to my own enjoyment of developing games.

    And when Pyrogon is successful, no one will be able to make a post like yours saying it wasn't earned, since only two people work at Pyrogon, and it's 100% self-funded. It lives or dies by our abilities.

    Of course, until Pyrogon has reached that stage, comments like yours will continue to be made, as they probably should.

    -Hook

  37. Re:PENTAGON THREATENSTO KILL INDEPENDENTREPORTERS by canajin56 · · Score: 0, Offtopic

    Slashdot inserted a space on him. HERE is the actual link. Personally, I would take anything comeing from gulufuture with a whole SHAKER of salt, but it SEEMS credible

    --
    ASCII stupid question, get a stupid ANSI
  38. Re:PENTAGON THREATENSTO KILL INDEPENDENTREPORTERS by justin_speers · · Score: 1

    Sure does seem credible!

    They can't even spell Baghdad correctly on the site you linked to. Color me skeptical!

  39. Re:Sigh. Brian Hook. Sigh. by crucini · · Score: 1

    Hi, Brian. I think what you're doing is very cool. Too many businesses are distorted by the need to please investors - in fact, I think the most potentially successful businesses are prematurely killed by pandering to investors' ideas of what's profitable. This is especially tragic in creative fields.

    I didn't like Candy Cruncher at all, but it shows a high level of professionalism and polish. I probably don't have a very clear picture of what "puzzle game" means - I loved Crystal Caves and to some extent that's a puzzle game. If you made that type of game for $15, I would probably buy it.

    I sense that CC may be a trial balloon, testing the channels of development, distribution, support etc. and that therefore you may have wisely chosen to bite off the smallest possible chunk, rather than get mired neck-deep building something too ambitious. I hope it succeeds and spurs you on to more interesting stuff.

    Good luck!

  40. ANYONE HERE A SUCKING NOISE??? by Anonymous Coward · · Score: 0

    You fucking brown-noser. Try a bit harder -- scratch that -- a LOT harder next time.

  41. Re:Sigh. Brian Hook. Sigh. by Anonymous Coward · · Score: 0

    What ever happended to John Romero? Did he ever actually code a game?

  42. Re:Sigh. Brian Hook. Sigh. by Anonymous Coward · · Score: 0

    Hi brian.

    I recall reading a lot from you in gamedev lists, .plan et al, while you were working at id.

    You had many opinions about things you obviously didn't know much about, and were overly proud of yourself and your achievments.

    Nice to hear about you again. Nicer to see that your head got smaller, and definitely look like a much better guy today.

    Good luck.

  43. Has it been 3 years? by Inoshiro · · Score: 1

    I can't remember which magazine it was in, but I remember reading an interview with you an J. Carmack which talked about OpenGL vs. DirectX. A very good read.

    --
    --
    Internet Explorer (n): Another bug -- that is, a feature that can't be turned off -- in Windows.
    1. Re:Has it been 3 years? by jk · · Score: 1

      > I can't remember which magazine it was in, but I
      > remember reading an interview


      archived copy

  44. Last Post! by alpg · · Score: 0

    A novice asked the master: "I have a program that sometimes runs and
    sometimes aborts. I have followed the rules of programming, yet I am totally
    baffled. What is the reason for this?"
    The master replied: "You are confused because you do not understand
    the Tao. Only a fool expects rational behavior from his fellow humans. Why
    do you expect it from a machine that humans have constructed? Computers
    simulate determinism; only the Tao is perfect.
    The rules of programming are transitory; only the Tao is eternal.
    Therefore you must contemplate the Tao before you receive enlightenment."
    "But how will I know when I have received enlightenment?" asked the
    novice.
    "Your program will then run correctly," replied the master.
    -- Geoffrey James, "The Tao of Programming"

    - this post brought to you by the Automated Last Post Generator...