John Carmack
John Carmack
John D. Carmackis an American game programmer, aerospace and virtual reality engineer. He co-founded id Software. Carmack was the lead programmer of the id video games Commander Keen, Wolfenstein 3D, Doom, Quake, Rage and their sequels. Carmack is best known for his innovations in 3D graphics, such as his famous Carmack's Reverse algorithm for shadow volumes, and is also a rocketry enthusiast and the founder and lead engineer of Armadillo Aerospace. In August 2013, Carmack took the position of CTO...
NationalityAmerican
ProfessionScientist
Date of Birth20 August 1970
CountryUnited States of America
It's nice to have a game that sells a million copies.
The important point is that the cost of adding a feature isn't just the time it takes to code it. The cost also includes the addition of an obstacle to future expansion. Sure, any given feature list can be implemented, given enough coding time. But in addition to coming out late, you will usually wind up with a codebase that is so fragile that new ideas that should be dead-simple wind up taking longer and longer to work into the tangled existing web. The trick is to pick the features that don't fight each other.
Making one brilliant decision and a whole bunch of mediocre ones isn't as good as making a whole bunch of generally smart decisions throughout the whole process.
The cost of adding a feature isn't just the time it takes to code it. The cost also includes the addition of an obstacle to future expansion. ... The trick is to pick the features that don't fight each other.
It is not that uncommon for the cost of an abstraction to outweigh the benefit it delivers. Kill one today!
The Xbox 360 is the first console that I've ever worked with that actually has development tools that are better for games than what we've had on PC.
You can prematurely optimize maintainability, flexibility, security, and robustness just like you can performance.
I have fond memories of the development work that led to a lot of great things in modern gaming - the intensity of the first person experience, LAN and Internet play, game mods, and so on.
Developing games for the PC and consoles is all about everything and the kitchen sink. In many ways, you don't have design decisions to make. You do it all. So I enjoy going back to making decisions about what's important as I'm working on a game.
We really, really want to get it done in the next two years,