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John Carmack Leaves id Software

jones_supa writes "John Carmack has left id Software completely. 'John Carmack, who has become interested in focusing on things other than game development at id, has resigned from the studio,' id's studio director Tim Willits told IGN, and continues: 'John's work on id Tech 5 and the technology for the current development work at id is complete, and his departure will not affect any current projects. We are fortunate to have a brilliant group of programmers at id who worked with John and will carry on id's tradition of making great games with cutting-edge technology. As colleagues of John for many years, we wish him well.' Carmack, a co-founder of id, recently joined Oculus VR as Chief Technology Officer, and at the time remained at id Software in some capacity. Earlier this year, id president Todd Hollenshead departed id as well."

28 of 154 comments (clear)

  1. The end of an era. by Anonymous Coward · · Score: 5, Insightful

    Let's hope he sticks around somehow. Gaming would lose so much if he geniunely retired.

    1. Re:The end of an era. by Servaas · · Score: 5, Funny

      I'm quakeing in my boots at what he will accomplish next!

    2. Re:The end of an era. by Hadlock · · Score: 5, Insightful

      Pretty much every year at Quakecon, JC spoke about how he hated getting bogged down with business details and wanted to get back to working on low level hardware/software, decreasing latency etc. i.e. he had gotten way too high level for his liking and all of his projects were tinkering R&D type stuff - he seems to have always shrugged off management roles that were cast upon him. He complained one year that iD Software and Rage had torn him too far from Armadillo Aerospace and (commentating here) the company had sort of flatlined without him as a constant presence there.
       
      Wouldn't shock me to see him do a new start up company in the mobile games space and re-invest himself in Armadillo Aerospace again. iD software obviously had long been somewhere where he no longer fit in.

      --
      moox. for a new generation.
    3. Re:The end of an era. by gameboyhippo · · Score: 5, Funny

      I'm not. I don't think gaming is doomed.

    4. Re:The end of an era. by binarylarry · · Score: 5, Funny

      John Carmack quit ID software!? I think I just wolfensteined my shorts.

      --
      Mod me down, my New Earth Global Warmingist friends!
    5. Re:The end of an era. by Scorchmon · · Score: 5, Informative

      He's the CTO for Oculus, developers of the Oculus Rift VR HMD. He already has his plate full, and the writing has been on the wall since August when he joined Oculus. Gaming has much more to gain from him now that he's no longer tied to the past and can put all of his effort into VR gaming.

    6. Re:The end of an era. by SethJohnson · · Score: 5, Interesting

      Wouldn't shock me to see him do a new start up company in the mobile games space and re-invest himself in Armadillo Aerospace again.

      Armadillo Aerospace lost the race for the SpaceX prize. It didn't develop any compelling intellectual property that set it much apart from the other commercial offerings in space travel, so it's become an also-ran. There are no plans for it to do much of anything unless another tycoon comes along and injects vast sums of cash. Carmack is done floating it with his own personal wealth.

      His new passion is Oculus Rift. He brings great momentum to that project.

      His presence at iD and Oculus probably became strained due to Oculus wanting to be platform & engine independent, while iD would obviously want priority compatibility built into Oculus for their engine.

    7. Re:The end of an era. by Hadlock · · Score: 5, Interesting

      Armadillo was a profitable company (as in, showed a profit at the end of a fiscal year) with several different research contracts for NASA before it imploded due to mismanagement. I'm not sure what your ambiguous comment about "SpaceX Prize" means, do you mean the Lunar X prize? Armadillo never made a bid for the commercial crew program as far as I'm aware (where SpaceX is competing with two other, non-Armadillo affiliated companies).

      --
      moox. for a new generation.
    8. Re:The end of an era. by Anonymous Coward · · Score: 3, Insightful

      Well..... Source is still heavily Quake dependent (despite what those "gaben is best programer" fanboys say otherwise), and the later Call of Duty games (including Black Ops II and Ghosts) still have id Tech 3 as their foundation.

    9. Re:The end of an era. by sideslash · · Score: 4, Funny

      Observe the Goddess of Funny Jokes command 'er keen sense of humor in a direction far away from this terrible thread, and meditate with rage on how to be avenged on these blasphemous slashdotters.

    10. Re:The end of an era. by Iniamyen · · Score: 3, Funny

      Hopefully he won't be Hexen id software by leaving them for other projects.

    11. Re:The end of an era. by Anonymous Coward · · Score: 4, Interesting

      I own a dev kit and it's far from figured out. Right now it's just a motion sickness machine.

    12. Re:The end of an era. by scum-e-bag · · Score: 4, Funny

      You'll need a big fucking gun to stop the little imps.

      --
      Does it go on forever?
  2. Long-timers leaving... Company shaken by bob_super · · Score: 5, Funny

    Is ID Doomed?

    1. Re:Long-timers leaving... Company shaken by bob_super · · Score: 5, Funny

      The feeling is Unreal. It's a Crysis.
      Yes I know these are from other companies, don't go calling me a Heretic.

    2. Re:Long-timers leaving... Company shaken by PhrostyMcByte · · Score: 4, Funny

      One might say id was modded into Oblivion.

  3. Oculus Rift! by twocows · · Score: 3, Interesting

    Does this mean he'll be spending more time with the Oculus Rift team? I'm pretty stoked about the Rift. One step closer to fully immersive video games. Imagine a game like Metroid Prime with this kind of tech. Man, that would be fantastic! Apparently HL2+eps is going to have support for it as well, that alone is probably enough to sell it for me.

    1. Re:Oculus Rift! by Areyoukiddingme · · Score: 3, Informative

      Grasshopper is SpaceX's first stage landing test bed. Armadillo's landers were named Pixel, Texel, Mod, Supermod, and Stig, among other things.

  4. Not as big a deal as you'd think by Anonymous Coward · · Score: 5, Insightful

    They made their money. id got bought by ZeniMax, the destroyer of worlds. Now that they're no longer independent, they don't have the freedom to experiment that is the hallmark of Carmack's approach to engine development. The higher-ups are leaving for greener pastures and the rank-and-file devs are thrown to the wolves. I've lived through too many acquisitions to expect anything less. id's days are numbered and everyone at the company knows it.

  5. Re:Doom 4 by Anonymous Coward · · Score: 5, Funny

    I wonder if Doom 4 will ever see the daylight.

    We all know that no Doom game will ever have daylight. Hell they barely have ambient light.

  6. Re:Doom 4 by isorox · · Score: 4, Funny

    I wonder if Doom 4 will ever see the daylight. Apparently the game has been considered being in a "development hell" for some time and Todd and John bailing out probably won't make things any better.

    You know what game deserved a sequel? Duke Nukem 3D

  7. If anything, this is expected news. by Gordo_1 · · Score: 5, Insightful

    Most employees are more or less replaceable, but John Carmack for all intents and purposes *was* iD, at least in the early years when 3D graphics engines were in their infancy. When he announced he was going to be CTO at Oculus, it was obvious that he was really excited about the prospects over there, and was going to be winding things up at iD sooner or later. But he chose not to leave his old company in the lurch, and he transitioned at a pace that didn't screw them over in favor of the new. This is John Carmack exiting graciously.

  8. Totally understandable! by Alejux · · Score: 4, Interesting

    The work he's doing in Oculus must be 10x more exiting then building the next graphics engine for the next Doom or whatever. VR will be the next paradigm shift in gaming, such as 3D was once in the 90's. He was the pioneer in 3D FPS gaming then, now he will be the pioneer along with the guys from Oculus VR in the next evolution. I expect great things to come!

  9. Buying iD was a massive mistake by Anonymous Coward · · Score: 3, Interesting

    Who didn't see this coming? Carmack has been the BIGGEST problem at iD for almost too may years to count now, and Bethesda has a near impossible task in recovering anything profitable from its purchase of the company.

    -Carmack was the genius behind Doom, a truly staggering achievement, but bested by far a few years later by the 'Build' engine created by Ken Silverman and used for Duke Nukem.

    -Carmack and Abrash (the second name is ignored and unknown by too many of you) created the Quake engine, a project that most of you don't even know was designed to handle SOFTWARE rendering of 3D games with great efficiency on Intel's emerging PENTIUM family of processors. iD was taking advantage of the vastly faster FPU on the new CPUs, especially the floating-point divide unit required to do decent quality approximate perspective correct texture mapping.

    Unfortunately, even before Quake came out, it was out-of-date. 3D hardware had started to appear for the PC, and this hardware SOLVED the perspective-correct mapping issue with an efficiency (and quality) that no x86 assemble-code could hope to match. It is notable that years later, when the Unreal games were still supporting a software-only render path, the high-quality render they used was NOT licensed from iD.

    -Carmack never really recovered from a world where hardware was doing all the heavy lifting, and spent the following years seeking algorithms that he could design and implement on the CPU side. At first, this idiotic obsession didn't harm iD, as various versions of the engines behind Quake 1/2/3 were licensed for incredible numbers of projects by other companies. HOWEVER, most of this licensing success occurred because the clean code base could be heavily modified to add all the features Carmack never bothered to place in iD games. Tame local developers like Rogue, Ritual, and Raven did the work iD couldn't be bothered to do.

    Most notably, Carmack expended a vast effort to add 'smart' curved surfaces to Quake 3, a complete waste of time because such software generated mesh data could not be properly interacted with, and could be better done with ordinary models and LOD by the hardware available at the time. At best, Carmack 'forced' competing engines at the time to waste time and money attempting to implement their versions of this 'feature'. Better by far was the introduction of 'shaders'- a method of forcing the hardware to render far more interesting surfaces (animated effects and the like) than the flat 'pictures' that had dominated 3D games for years before.

    -Doom 3 was the final failure, and the proof that the age of iD was over. The brand new engine was a licensing disaster, and the Unreal engine took over the marketplace with a level of success that crushed any iD previously enjoyed. Carmack and co over-saw an unthinkably expensive attempt to resurrect the Wolfenstein success that followed Quake 3, but iD's two parts of that project were so bad, they never saw the light of day, and iD released for free the independently produced third part, Wolfenstein- Enemy Territory, the last genuinely good and popular game that iD would offer.

    -And then, of course, we end with Rage, one of the biggest software failures of all time. Carmack was obsessed like never before with a 'problem' that didn't even matter- how to turn the entire texture data set for a game level and all assets into a uniform, general, 2D indexable data structure we know as MEGATEXTURE. Carmack was, by this time, so UTTERLY clueless, he had ZERO knowledge of state-of-the-art in AAA 3D gamine engines, and boasted he preferred to play Nintendo kiddie games with his family.

    Megatexture has dozens of problems, but here are the two main ones.
    1) The maths behind megatexture means that to have access to VERY poor textures, your data set, even at maximum feasible compression, has to be unthinkable large. Rage had putrid 'close' textures' and dreadful 'far' textures. Only in the mid-ground did megatexture textures look half-decent. If you don't 'bake' the light

    1. Re:Buying iD was a massive mistake by Anonymous Coward · · Score: 5, Funny

      Hi Romero, glad to see you're not still sour. - JDC

    2. Re:Buying iD was a massive mistake by NortonDC · · Score: 4, Informative

      Grid that axe all you want, just not with revisionist BS like that. Duke3D took 2.5 years to launch after DOOM. And then only 5 months after Duke3D landed Quake dropped. Build was fun, but as a technical competition it was no match for what Carmack was doing.

      As for hardware, the first useful consumer 3D hardware didn't land for months *after* Quake shipped, when the Verite boards appeared in stores. And Quake supported them very early. And Carmack was also the primary independent champion of Voodoo, and those were the products that grew that market. So if you want to say he failed by missing the PC 3D hardware revolution, then you're arguing that 1) he missed the revolution he was key in making happen, and 2) he doesn't deserve credit for the revolution he did so much to popularize. More bull.

      And Unreal always had its own renderer. Why would anyone expect them to drop their homegrown tech and adopt a competitor's? Not every designer jumps engines every 4 months. (Is that you, George?)

      Lay blame wherever you want to for iD's modern malaise, but denying their groundbreaking early achievements is just absurd.

    3. Re:Buying iD was a massive mistake by Lisandro · · Score: 5, Informative

      Oh for crap's sake. I know i'm answering to a troll here, but if you don't understand how pivotal was Quake with its "out-of-date" software rendered back in the day then you clearly didn't live the 90s, where the only widespread GPU product out there was the S3 ViRGE. It single-handedly revolutionized the game industry and started a trend to use 3D, without GPUs... which didn't really become popular until Quake 2 showcased what could be achieved with them. 3DFX owes them pretty much all of their business, as everyone else then followed suit, including Romero which had to (yet again) rewrite his glorious Daikatana.

      Give credit where due. "Humiliates himself"? This guy was the major driving force for the FPS genre and the adoption of GPUs, and was coding state of the art game engines while you were still picking your nose. Doze off. Maybe 5 years for now you'll be raving about how good his VR headsets are.

    4. Re:Buying iD was a massive mistake by UnknownSoldier · · Score: 3, Informative

      Holy shit someone needs to mod the parent down as over-rated for their trolling ...

      Many of us older /. folk DO remember Michael Abrash from his "Graphics Programming Black Book (Special Edition)". "... the FDIV to calculate the reciprocal of 1/z is overlapped with drawing 16 pixels, taking advantage of the Pentiumâ(TM)s ability to perform floating-point in parallel with integer instructions, so the FDIV effectively takes only one cycle."
      * http://www.phatcode.net/res/224/files/html/ch70/70-04.html

      Can you name one programmer who has open sourced their games MORE then Carmack? Yeah,I thought so.

      WinQuake was replaced with glQuake which supported the 3Dfx Voodoo pretty much the day it came out. How did that S3 ViRGE decelerator work out for you again?
      http://en.wikipedia.org/wiki/S3_ViRGE

      Hell, there is even an algorithm named after him: Carmack's Reverse
      * http://en.wikipedia.org/wiki/Shadow_volume

      Carmack has always pushed the technical boundaries. While he doesn't understand what makes a FUN game he certainly as hell know how to a TECHNICAL game. He has inspired many generations of programmers.

      What have *you* done for the graphics and gaming community Mr. AC aside from bitching about someone's "mistakes" ???

      --
      "It is far easier to destroy then to create -- which is why everyone on the internet bitches about somebody else's work instead of making their own masterpiece."