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" "[A]t its best, entertainment is going to be a subjective thing that can't win for everyone, while at worst, a particular game just becomes a random symbol for petty tribal behavior.
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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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.
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.