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He was building for at least Windows and Linux, and didn't have OpenGL so he was doing all the 3D manually. Plus assembly code, hardware specific versions like Verite, had to handle all the raw networking code, wrote tools to work with assets and process levels, also wrote Quake C, encryption to unlock the full game on the shareware Cd...

Sure, Cash, Abrash and Romero were helping out




Everyone serious about gamedev at his age would be well versed in assembly language and such. It's unthinkable nowadays but normal for graphics programmers in 80s and early-mid 90s.

You can do it too if you follow his steps. I mean by programming Apple ][ and then IBM PC in assembly.


Quake 3, I do believe, had it's own shader language so the designers could have more control over visual effects.

https://icculus.org/gtkradiant/documentation/Q3AShader_Manua...

The dude was definitely doing stuff no one else had ever done. Then again I have a 90's game dev book that covers ASM as well as manufacturing then programming your own sound card using the parallel port so... you're not wrong.


Yeah I agree. He is definitely doing new stuffs no one is doing. I don't really think it's realistic for any programmer to set a such high objective.


Abrash did most of the graphics related assembly IIRC


> He was building for at least Windows and Linux

Are you sure about that? I remember in Doom 3 era Carmack was rocking a fancy NeXTStep computer and doing cross platform development. But before that I'm pretty sure everything was a strictly Windows affair...

Wikipedia seems to suggest in the first line that it was originally released for Linux. But the "Ports" section it mentions that:

> The first port to be completed was the Linux port Quake 0.91 by id Software employee Dave D. Taylor using X11 on July 5, 1996

And on that topic:

> In late 1996, id Software released VQuake, a source port of the Quake engine to support hardware accelerated rendering on graphics cards using the Rendition Vérité chipset.

> and didn't have OpenGL so he was doing all the 3D manually

So in other words he could focus on the fundamentals of doing vector math and rasterizing pixels, rather than worrying about 600 different incompatible OpenGL extensions, pipeline stalls, and memory management bugs?

> Plus assembly code...

Assembly isn't that hard. Pokemon Red/Blue was written entirely in assembly.

> had to handle all the raw networking code

Again, not that hard when all you're doing is blasting out UDP packets on a very simple network. You didn't have to worry about double NAT, people didn't expect your game to work for diverse peers connected from Germany to Belgium.

> wrote tools to work with assets and process levels

I think Romero wrote a lot of the tooling. Side note - have you read Masters of Doom? It goes into a lot of this stuff and is a great read.

> encryption to unlock the full game on the shareware

I couldn't find anything online but I doubt this was anymore more than some xor + rot13, it's not like Carmack was also Daniel J. Bernstein in disguise :) Back then the state of computer security was, well, rather nascent.

I hope this comment doesn't come across as contrarian. I also hope it doesn't sound like I'm trying to diminish the achievements of Carmack. He's a role model for me personally as a programmer. And he and his mates spawned an entire game genre that I have enjoyed for ... an amount of time I'd rather not disclose or think too much about!

The original point I was trying to make is thus: computers, and computing, have steadily become more and more powerful, which results in more and more complexity, and progressively more unwieldy abstractions to deal with all that complexity. Back when Carmack was cutting his teeth, computers were still fairly early on that complexity curve.


> Are you sure about that? I remember in Doom 3 era Carmack was rocking a fancy NeXTStep computer and doing cross platform development. But before that I'm pretty sure everything was a strictly Windows affair...

By Doom 3 NeXTSteps were way obsolete and the company had already been bought by Apple long before. He did show the Doom 3 tech first on a Mac at a WWDC though (and later did the same for Rage).

NeXTStep was used for Doom 1 and Quake 1 but by Quake 2 they had switched to Windows NT based computers (with a second Win95 computer for testing - and some artists still used DOS-based software like Deluxe Paint).

> I think Romero wrote a lot of the tooling.

AFAIK Romero wrote the editor for Doom and previous games but Carmack wrote most of the editor for Quake (the whole "brush" idea was Carmack's). Romero has mentioned a few times that he wasn't happy with the editor's usability. AFAIK by that time Romero spent more time on working on the levels (which were more time consuming to make than the Doom ones) and the QuakeC scripts.

> have you read Masters of Doom? It goes into a lot of this stuff and is a great read.

Indeed, i have read MoD, it is a neat book. One of these days i want to also read Romero's "Life in First Person" too.

> I couldn't find anything online but I doubt this was anymore more than some xor + rot13

It was a little more involved than that, there is a blogpost series[0] about it from someone who tried to reverse engineer and reimplement the original qcrack (which calculated a decryption key). The original qcrack was made almost instantly though.

IIRC from Masters of Doom, Carmack didn't really like the idea (most likely he expected people to crack it quickly).

[0] https://faehnri.ch/finished-with-qcrack/




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