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Quake's lightning gun bug explained [video]

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Re: Quake's lightning gun bug explained [video]

#101
post #95

Earlier quoted context omitted.

So the only requirement to work at iD back in the day was to be called John?

That’s what my buddy said, yeah. Good old John Manyjohns.

For those who haven’t seen Buckaroo Banzai—all the people working at Yoyodyne Propulsion are named John. It’s a plot point.

Re: Quake's lightning gun bug explained [video]

#102

Earlier quoted context omitted.

>probably one the top 10 programmers of all time By what metric? Popularity? PR? Net worth? Complex software? Competitive programming? Impact? For every "top" SE there are tens of similarly skilled engineers that you have never heard of

> By what metric? His record speaks for itself. I know it is tough to imagine what it was like programming 3D engines meant to run on graphics non-accelerated PCs running DOS, without the internet knowledge or collaboration available to us now, but the stuff he was doing was absolutely revolutionary. He basically created PC gaming as we know it today by creating a market for 3D accelerators and before that by doing i…

Excellent summary

Re: Quake's lightning gun bug explained [video]

#103
post #39

Earlier quoted context omitted.

> You can even tell that from the quality of Quake's levels which start with beautifully crafted and intricate levels, and as you approach the end, progress into "whatever, let's just ship it, this is gonna sell" kind of levels that were mostly just filler to pad the play time. This rings really true to me. I only had played the shareware version of quake and only recently played the full game, and the second half re…

They probably didn't expect many people to get more than half way through the game.

Doom, Doom 2, Quake, Quake 2, Descent, Descent 2 and Duke Nukem 3D are pretty much the only games I've ever completed because Steam didn't exist and that was basically all there was to play at the time. Now it's easy to get stuck or bored and move on to something else.

Re: Quake's lightning gun bug explained [video]

#105
post #72

Earlier quoted context omitted.

I'm not sure if it would've been John Carmack in this particular case. He was more concerned with the engine and rendering side of things, less with the gameplay logic stuff. More likely it would've been either John Romero or John Cash who wrote this code, but it's hard to say for sure. Best thing we can hope for is that John Romero pitches in with his impeccable memory :D

So the only requirement to work at iD back in the day was to be called John?

Or Carmack.

Re: Quake's lightning gun bug explained [video]

#106
post #74

Earlier quoted context omitted.

The closest guy to Carmack today seems to be Brian Caris, who developed virtualized geometry[1], a rasterization based rendering technique where the geometric detail of static objects is adjusted to the screen resolution in real time. There is another talk (can't find it right now) where he mentions Carmack as an inspiration. I wonder what Carmack would be working on today if he was still in the game engine business.…

There's some really big innovations happening in e.g. rendering like that; I wouldn't be surprised if the complexity and work involved in just Nanite is 10x that of the whole Quake engine. Similarly there's the work nvidia is doing, using AI technology to upscale graphics instead of rendering things at 4K.

Hobbyists have already made their own implementation of Nanite. It's not that complicated.

Re: Quake's lightning gun bug explained [video]

#107

Earlier quoted context omitted.

> Good chance it was John Carmack, probably one the top 10 programmers of all time. Where would you rank Linus Torvalds?

It's tough to decide if the Linux kernel or git is his bigger contribution to society.

Git isn't even the best DVCS, it won on the back of github more than it's own strengths.

Re: Quake's lightning gun bug explained [video]

#108
post #78

Earlier quoted context omitted.

I'm quite curious to see what Quake would look like given a similar treatment as the new Doom games got. That is, distilled down to a pure essence of what the original was trying to achieve.

The new Doom games have little to do with the original Doom gameplay, perhaps because it wasn't that good in retrospect. For Quake there would be more potential for something like a remake.

Strongly disagree that the new Doom games have better gameplay than the old ones. Every fight is a giant monster trap. IMO it showcases the worst aspect of the original doom games.

Re: Quake's lightning gun bug explained [video]

#109
post #72

Earlier quoted context omitted.

Good chance it was John Carmack, probably one the top 10 programmers of all time. He basically built the Quake engine himself. There is a pretty decent analysis of it here: * https://fabiensanglard.net/quakeSource/index.php I recommend checking it out. EDIT: i was thinking of the analysis done on Quake 2, which is more about the engine: * https://fabiensanglard.net/quake2/index.php while the one about is regarding th…

I'm not sure if it would've been John Carmack in this particular case. He was more concerned with the engine and rendering side of things, less with the gameplay logic stuff. More likely it would've been either John Romero or John Cash who wrote this code, but it's hard to say for sure. Best thing we can hope for is that John Romero pitches in with his impeccable memory :D

"Hi Sandy, hope you're doing well."
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