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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The Escalation programmers come from a completely different background, and the codebase is all STL this, boost that, fill-up-the-property list, dispatch the event, and delegate that. I had been harboring some suspicions that our big codebases might benefit from the application of some more of the various “modern” C++ design patterns, despite seeing other large game codebases suffer under them. I have since recanted that suspicion.
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.
Advances in technology won’t be as significant as they have been in the past, most games won’t be materially improved by simulating every drop of water in the pond you are wading through. More resources can be profitably spent to make the creation process easier. How things will play out with respect to connectivity and where the data resides and processing takes place is still a very interesting question. The overlap and convergence between desktop computers, consoles, laptops, handheld gaming devices, and cell phones is also interesting. It is all still quite exciting.
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.
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.
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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.