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File: quake.jpg (586 KB, 1200x1600)
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Why did Carmack need so much help with the software rendering and algorithms? /g/ told me he was some kind of coding god...
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duplex network connection
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>>108854016
the biggest thing Carmack is known for nowadays are for translating mathematical equations into 3D-space physics so well that the industry still uses his code like 30+ years later
otherwise he's just really above-average by most metrics
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>>108854016
He's just another boomer that coasted by on his cult of personality. Everyone thinks he is le coding god so no one ever questions it
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Their development schedule was absolutely mind boggling especially considering that Carmack was inventing the algorithms as he went, he didn't have time for optimizations or networking or level design
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>>108854016
Because it was done in assembly. John Carmack's specialty is C.
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>>108854280
He invested the greatest most influential video game in human history
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>>108854519
yes, that's what I said
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Like this Anon said here >>108854334 he was doing all his work on the fly, very impressive.

Rendering is also just really, really hard. Quake rendering was done on CPU (so no APIs) *and* used early 3D acceleration with OpenGL.

Sounds like an absolute nightmare pioneering project.
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>>108854549
It wasn't. Silicon Graphics had existed since 1981 at that point and they were the real pioneers of 3d graphics. OpenGL was already robust and used across in high end 3d software back in 1995 and lot earlier.
If you think "early opengl" was something bad think again, zoomer dipshit.
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>>108857390
Forgot, here's one example
https://en.wikipedia.org/wiki/PowerAnimator
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>>108854016
>hurr why did he ask for help and then actually get the job instead of doing everything himself and then failing? what a fgt!!!!11
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>>108854334
>Their development schedule was absolutely mind boggling
I've read the Quake was actually rushed, thus the final boss battle is not actually a boss battle
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>>108858716
>and then actually get the job
What the fuck are you talking about? Keep your tard hands on your desk.
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>>108854280
>translating mathematical equations into 3D-space physics so well that the industry still uses his code like 30+ years later
Which Carmack code is still used today?
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>>108854519
There were 2.5d games long before carmack though. ID software were just lucky enough to be the first studio to combine first person view with fast paced gameplay and good visual design. So his role as a pioneer is largely overblown
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>>108854519
Carmack wasn't the only guy that worked on DOOM, you know?
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funny how all the negativity around carmack started after he post about burger bill on twitter isn't it?
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quake is one of those games that brute forces the cpu just like rollercoaster tycoon or the sims.
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>>108860905
>first to be there
>pole as a pioneer is largely overblown
I want to like your post but this pedantry at the end of it just sucks eggs.
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People who diss Carmack don't understand what Quake did back then

What he was up against was immense

He was smart sure but also fucking hard working.

There were a handful like him so he wasn't unique of course, he was just amazing in that time period like a machine.

Obviously he had good people he could rely on to do more menial stuff.
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>>108854016
I love quake!
1 > 3 > 2.

>>108860960
Another anon, but being first is kind of weird, because usually it takes a lot of factors. I work in a huge corpo, and it's not unheard of few teams "inventing" the same new thing at the same time, and racing to be the first. Sometimes, being first is also a matter of soft skills to push your project ahead. And that's because at some points, there are things that are natural progression to a given situation, rather tha "oh wow thinking out of the box" approach.
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Midwits always try to rationalize away why someone else was successful and not themselves. Down playing another man's accomplishments doesn't elevate you, it makes you look pathetic. Cope.
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>>108854280
>otherwise he's just really above-average by most metrics
HAHAHAHAHAH you are NOTHING.
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>>108860852
Line-for-line? Not much. But in terms of things he implemented and popularized, BSP trees (Quake) would be the biggest. Then there's ray casting (Wolf3D), surface caching (Quake), stencil shadow volumes (Doom 3)
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this bot thread appears regularly on this board with always the same set up "why ... carmack ..." and always get the same answers.



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