John Carmack
John Carmack
John D. Carmackis an American game programmer, aerospace and virtual reality engineer. He co-founded id Software. Carmack was the lead programmer of the id video games Commander Keen, Wolfenstein 3D, Doom, Quake, Rage and their sequels. Carmack is best known for his innovations in 3D graphics, such as his famous Carmack's Reverse algorithm for shadow volumes, and is also a rocketry enthusiast and the founder and lead engineer of Armadillo Aerospace. In August 2013, Carmack took the position of CTO...
NationalityAmerican
ProfessionScientist
Date of Birth20 August 1970
CountryUnited States of America
Sharing the code just seems like The Right Thing to Do, it costs us rather little, but it benefits a lot of people in sometimes very significant ways. There are many university research projects, proof of concept publisher demos, and new platform test beds that have leveraged the code. Free software that people value adds wealth to the world.
It is not that uncommon for the cost of an abstraction to outweigh the benefit it delivers. Kill one today!
The cost of adding a feature isn't just the time it takes to code it. The cost also includes the addition of an obstacle to future expansion. ... The trick is to pick the features that don't fight each other.
I'm usually so focused on the here and now and the soon to be that thinking about what I've done in the past just doesn't occupy much time. But when I do look back over everything, I am quietly proud of all that I've been able to accomplish and all the enjoyment I've been able to let people have with the games that we've created.
This was her rather crafty ploy to make sure that we pay a whole lot of attention to safety. It would be one thing for Russ to break a leg in an accident. It would be a completely different thing to break one of Anna's legs,
I've said before that I'm a remarkably unsentimental person.
Developing games for the PC and consoles is all about everything and the kitchen sink. In many ways, you don't have design decisions to make. You do it all. So I enjoy going back to making decisions about what's important as I'm working on a game.
I have fond memories of the development work that led to a lot of great things in modern gaming - the intensity of the first person experience, LAN and Internet play, game mods, and so on.
Visually, ... it's going to be a pretty good step above what we've shown in 'Doom'.
Think of what we, and others, are doing as building the largest roller coaster in the world. Rocket science is mythologized out of whack with its difficulty. Nine out of 10 people will fail, but one of us will eventually get through.
anywhere close to taking full advantage of all of this extra capability. But, maybe by the time the next generation of consoles roll around the developers will be a little more comfortable with all this and be able to get more benefit out of it. It's not a problem I actually think will have a solution. I think it's going to stay hard.
Its gotten a little slower this last year since I got a little baby. I lost my Sundays.
It wasn't too many years ago when we were lucky to have three triangles for a nose on our characters. Now we've got pores and moles.
We are working internally on a completely new project, but we haven't made any firm plans yet for the future of the Wolf, Doom and Quake franchises. I would enjoy doing a DS or PSP game, but at this point I can't imagine having the time to be seriously involved in it.