American computer programmer and video game developer (born 1970)
John D. Carmack II (born August 20, 1970) is an American computer programmer and video game developer. He co-founded the video game company id Software and was the lead programmer of its 1990s games Commander Keen, Wolfenstein 3D, Doom, Quake, and their sequels. Carmack made innovations in 3D computer graphics, such as his Carmack's Reverse algorithm for shadow volumes. In 2013, he resigned from id to work full-time at Oculus VR, where he served as CTO and later Consulting CTO in 2019.
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Nvidia's OpenGL drivers are my 'gold standard', and it has been quite a while since I have had to report a problem to them, and even their brand new extensions work as documented the first time I try them. When I have a problem on an Nvidia, I assume that it is my fault. With anyone else's drivers, I assume it is their fault.
In the information age, the barriers [to entry into programming] just aren't there. The barriers are self imposed. If you want to set off and go develop some grand new thing, you don't need millions of dollars of capitalization. You need enough pizza and Diet Coke to stick in your refrigerator, a cheap PC to work on, and the dedication to go through with it. We slept on floors. We waded across rivers.
Helping people directly can be a noble thing. Forcing other people to do it with great inefficiency? Not so much. There isn’t a single thing that I would petition the federal government to add to its task list, and I would ask that it stop doing the majority of the things that it is currently doing. My vote is going to the candidates that at least vector in that direction.
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I think a lot of people may take some heart from this: a lot of the math, the heavy math in projective geometry, [...] took me a long time. There were many many years, a decade, when I was considered this graphics guru genius, when I really couldn't do from scratch [...] the mathematics that underpins a lot of that. But slowly, eventually, with a couple decades of experience, most of it did eventually sink in on me.
Personally, I’ve always been of the sleek and minimalist design school: make sure the core play is consistent and strong, then let that idea play out against different environments and challenges, this tends toward focusing on bio-mechanical twitch responses, audio-visual awe, and leaning more toward general strategy and tactics development over specific puzzle solving.
I do hear sometimes from programmers who are kind of sad that they don't have the opportunity to write game engines from scratch like I did and have it matter or make an impact...here's where some perspective really helps - I can remember when I was a teenager, I thought I had missed the Golden Age of 8-bit gaming, that I was never going to be Richard Garriott...time went by, and I got to make my own marks in things after that. And, in that time, I also see so many opportunities that have come by. The 90s PC wave was great - I was happy to be there, and I'm glad I took a swing and knocked one out of the park with that. But since then, we've seen mobile games, and web games, and free-to-play games, the Steam revolution...and now . And all of these are amazing! So, yeah, the opportunities that I had aren't there for people today - but there are new and better ones. And personally, I'm more excited about these than anything that's come before. So, thank you very much for this honor, but I'm just getting started.