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Carmack release open source Wolfenstein for iPhone

joystiq.com

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Re: Carmack release open source Wolfenstein for iPhone

#8
The man is amazingly unbothered by things, and he writes really interesting notes, too.

I started to get a sinking feeling. I searched around in the level for a view that would confirm my suspicion, and when I found a clear enough view of some angled geometry I saw the tell-tale mid-polygon affine swim in the texture as I rotated. They were using the software rasterizer on the iPhone. [..] The developers came back and said it [rewriting it for OpenGL] would take two months and exceed their budget.

[..] I told them to just send the project to me and I would do it myself. [..] my off the cuff estimate of "Two days!" was optimistic, but I did get it done in four

:D

Re: Carmack release open source Wolfenstein for iPhone

#9
post #4

Development notes: http://www.idsoftware.com/wolfenstein3dclassic/wolfdevelopme...

Thanks for that link, it was fantastic. It remained mostly non-technical and yet was still a great nerd read. I always thought Carmack wrote fun stuff (and not just in code.)

Re: Carmack release open source Wolfenstein for iPhone

#10

The man is amazingly unbothered by things, and he writes really interesting notes, too. I started to get a sinking feeling. I searched around in the level for a view that would confirm my suspicion, and when I found a clear enough view of some angled geometry I saw the tell-tale mid-polygon affine swim in the texture as I rotated. They were using the software rasterizer on the iPhone. [..] The developers came back an…

To be fair, it's probably 10x harder to repurpose someone else's code than to repurpose your own. So it probably would've taken anywhere from 40-60 days for someone else to do it. Plus, Carmack's code isn't exactly clear. :)
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