David_020@Posted: Thu Jan 15, 2009 7:48 pm :
Post today on gamasutra.com on a reprinting of this 1994 Game Developer article:

http://www.gamasutra.com/php-bin/news_index.php?story=21405

Worth a read!



Mordenkainen@Posted: Thu Jan 15, 2009 7:55 pm :
Excellent, thanks for the heads-up!



Kamikazee@Posted: Thu Jan 15, 2009 8:58 pm :
Heh, strange to read about old-school game development... and piracy.



The Happy Friar@Posted: Fri Jan 16, 2009 2:36 am :
Quote:
, Id licensed the technology to JAM Productions who made Blake Stone and to Apogee for Wolfenstein II.


ROTT! :D



Zenix@Posted: Fri Jan 16, 2009 6:10 am :
The Happy Friar wrote:
Quote:
, Id licensed the technology to JAM Productions who made Blake Stone and to Apogee for Wolfenstein II.


ROTT! :D


http://www.3drealms.com/rott/originalspec.html



The Happy Friar@Posted: Fri Jan 16, 2009 12:56 pm :
Zenix wrote:
http://www.3drealms.com/rott/originalspec.html


ROTT is one of the coolest games ever. I think we played that DM as much as Doom 1/2. :D



aardwolf@Posted: Fri Jan 23, 2009 4:50 pm :
<blatant self-serving advertising>I have a board that's all about modding and editing the classic ROTT! It's at http://rott.s4.bizhat.com! Youre welcomed to join anytime. :) </ad>



aardwolf@Posted: Fri Jan 23, 2009 4:52 pm :
Rott was so much more fun than doom was. Whereas doom had a static environment, where only barrels exploded and lifts moved in a linear way, rott had firetraps, blades that spun, walls made of brimstone, all kinds of explodable items, including barrels, and the GADs!!! :D It had jumping pads too, way before q3a. :P



aardwolf@Posted: Fri Jan 23, 2009 5:17 pm :
So much interesting info there. I didnt understand some parts. Like when Carmack boasts about making wolfenstein (at the time of the article) much faster in C than assembly because of better algorithm technology. What does that mean? So, he didnt make the algorithms, then?

And, its not clear to me who made the engine that shadowcaster used. Did carmack begin working on it, or was it raven? And does anyone know if the code to that engine was released ?



Kamikazee@Posted: Fri Jan 23, 2009 6:38 pm :
The thing with algorithms is that you can express them more clearly in a higher level language than you can in a bit-shuffling language. So, in the end you are less confused and get it right more easy. A good compiler can then finish the job of making the actual assembly code run well.

As for shadowcaster: he probably started working on that one, seeing how he's always ahead engine-wise.



David_020@Posted: Thu Jan 15, 2009 7:48 pm :
Post today on gamasutra.com on a reprinting of this 1994 Game Developer article:

http://www.gamasutra.com/php-bin/news_index.php?story=21405

Worth a read!



Mordenkainen@Posted: Thu Jan 15, 2009 7:55 pm :
Excellent, thanks for the heads-up!



Kamikazee@Posted: Thu Jan 15, 2009 8:58 pm :
Heh, strange to read about old-school game development... and piracy.



The Happy Friar@Posted: Fri Jan 16, 2009 2:36 am :
Quote:
, Id licensed the technology to JAM Productions who made Blake Stone and to Apogee for Wolfenstein II.


ROTT! :D



Zenix@Posted: Fri Jan 16, 2009 6:10 am :
The Happy Friar wrote:
Quote:
, Id licensed the technology to JAM Productions who made Blake Stone and to Apogee for Wolfenstein II.


ROTT! :D


http://www.3drealms.com/rott/originalspec.html



The Happy Friar@Posted: Fri Jan 16, 2009 12:56 pm :
Zenix wrote:
http://www.3drealms.com/rott/originalspec.html


ROTT is one of the coolest games ever. I think we played that DM as much as Doom 1/2. :D



aardwolf@Posted: Fri Jan 23, 2009 4:50 pm :
<blatant self-serving advertising>I have a board that's all about modding and editing the classic ROTT! It's at http://rott.s4.bizhat.com! Youre welcomed to join anytime. :) </ad>



aardwolf@Posted: Fri Jan 23, 2009 4:52 pm :
Rott was so much more fun than doom was. Whereas doom had a static environment, where only barrels exploded and lifts moved in a linear way, rott had firetraps, blades that spun, walls made of brimstone, all kinds of explodable items, including barrels, and the GADs!!! :D It had jumping pads too, way before q3a. :P



aardwolf@Posted: Fri Jan 23, 2009 5:17 pm :
So much interesting info there. I didnt understand some parts. Like when Carmack boasts about making wolfenstein (at the time of the article) much faster in C than assembly because of better algorithm technology. What does that mean? So, he didnt make the algorithms, then?

And, its not clear to me who made the engine that shadowcaster used. Did carmack begin working on it, or was it raven? And does anyone know if the code to that engine was released ?



Kamikazee@Posted: Fri Jan 23, 2009 6:38 pm :
The thing with algorithms is that you can express them more clearly in a higher level language than you can in a bit-shuffling language. So, in the end you are less confused and get it right more easy. A good compiler can then finish the job of making the actual assembly code run well.

As for shadowcaster: he probably started working on that one, seeing how he's always ahead engine-wise.