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The evolution of game engines has continuously added new layers to core engineering. Carmack's original game engine had a very rudimentary level scripting functionality. He sketched levels out on ...
Even if he'd stopped at making the id Tech 1 engine that shaped Doom and a ... Tech (including GoldSrc/Source from Valve and its games), John Carmack's place as an industry pioneer would long ...
Interestingly, Quake co-creator John Carmack quickly came to the ... He points out that game engines have entirely changed how studios create. For example, repeatedly writing millions of lines ...
Or something resembling it, at least, as the original game never made us feel as nauseous as this one does. Still, who are we to complain when John Carmack, the lead programmer behind Id Software ...
The response among fans has ranged from disdain to anger, but the demonstration had a prominent defender: John Carmack, one of the programmers and co-creators of the original Quake. The Game ...
Oculus CTO John Carmack, the lead programmer for classic games such as Doom, Quake and Wolfenstein 3D who joined the VR company in 2013, took to the Google+ group of Racket, the Lisp/Scheme-family ...
When developing Quake at id Software in the mid-1990s, John Carmack used an Intergraph InterView 28hd96 color CRT monitor. This cutting-edge display measured 28 inches (25.9 inches viewable ...
John Carmack, Tom Hall, and John Romero) from id Software created with this game set the tone for all FPS games going forward. In his book Masters of Doom, writer David Kushner mentions that Kevin ...
Carmack has the right of it ... If we want that (holodecks), we need this (AI game confabulation based on parameters). Click to expand... Likely others have already commented, but the conclusion ...
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