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Topic: John Carmack



  
 John Carmack - Wikipedia, the free encyclopedia
Carmack's most notable programming ventures are in the area of first-person shooter games.
John Carmack is a widely recognized and influential game programmer.
Carmack, in recognition of Carmack who co-created the original game.
http://en.wikipedia.org/wiki/John_Carmack   (777 words)

  
 Doomworld -- Interviews
Carmack: We originally had little items that you could collect to get an extra life (like coins in super mario), but it finally sunk in for me during DOOM that computer games don't have to be like arcade games, and that the concept of limited numbers of tries just really didn't apply.
Carmack: The one obvious thing that evolved from DOOM is the morphing of the reject lump into the potentially visible set in later games.
The style of play from Wolfenstein was clearly a good thing (in retrospect, it was the birth of an entirely new genre), and I had a pretty solid idea what the next step in the technology was going to be: arbitrary 2D maps with variable floor and ceiling heights and table based lighting.
http://www.doomworld.com/interviews/int7.shtml   (1756 words)

  
 GameSpy.com - E3 2002 Coverage
Carmack: A big plus is that all of our tools are now built in to the game, so every release automatically has the tools that were used to build the game.
John Carmack: I'm not real big on the celebrity bit, so I have just been quietly going about my work.
The game also uses the same map file that the editor uses, so the original source data can be opened up with any copy of the game.
http://www.gamespy.com/e32002/pc/carmack   (853 words)

  
 John Carmack Interview
John: It's very likely to still be a first person game, but it may not be an action game.
John: I'm not a real good real time strategy player.
Graeme and I have been sitting around talking about game design ideas for different things, and they cover a pretty fair range, exploring a few different choices that we've got, but we're not prepared to talk about any of them yet.
http://www.firingsquad.com/features/carmack/page9.asp   (707 words)

  
 3D Action Planet - Features - John Carmack at QuakeCon
Carmack is really hoping to see that modification soon, but for the time being Quake 3 seems built around the idea of smaller games.
Porting Mods from Quake I and II: "The game side is fairly similar," Carmack said, and porting many pieces of a mod from Quake II to Quake 3 shouldn't be too difficult.
Carmack talks about the struggles of game developers dealing with driver issues...
http://www.goodcowfilms.com/farm/games/news-archive/John%20Carmack%20at%20QuakeCon%20(DC%20Port%20at%20bottom).htm   (1330 words)

  
 A chat with John Carmack
Basically, John strongly believes that investing time in multiplayer features is just a better investment than in building single-player levels, because a good multiplayer game will get played for years, whereas even a great single-player game gets played through once and then forgotten about.
Turns out that John actually got into negotiations with the Kaffe team to get a version of their Java virtual machine to ship with Quake 3 (he even said the terms were "pretty reasonable").
Anything that John can do in the code to help support gaming services or tournament play, he's open to hearing about and working on.
http://www.unrealities.com/web/johncchat.html   (2243 words)

  
 Doom and rocket science - Aug. 22, 2003
Carmack's talents lie in being able to visualize where technology will be when the game comes out.
On the other hand, said Carmack, he's still thrilled when he sees the impact his titles have on the gaming community.
Lest hardcore gamers fear Carmack is going soft, he notes his fights to simplify "Doom 3" haven't always been successful.
http://money.cnn.com/2003/08/21/commentary/game_over/column_gaming/index.htm   (892 words)

  
 John Carmack
Carmack's skills enabled the development of the seminal first person shooter games Wolfenstein 3D, Doom and Quake, amongst others.
He is one of a few programmers who has become a celebrity, at least within the gaming community.
John Carmack is the lead programmer and co-founder of id Software, a high-profile video game development company.
http://www.ebroadcast.com.au/lookup/encyclopedia/jo/John_Carmack.html   (156 words)

  
 John Carmack Interview
John: Just yesterday we were out at Apple, and Anna was playing one of the Apple guys - she was kicking his ass.
I was in a meeting with some other people, so they were playing for a while, and she was just waling on him.
From Commander Keen to Doom to Quake, Carmack/id's games have captivated millions of bleary eyed gamers into spending hours on end at the computer, blasting away at their on screen opponents.
http://www.firingsquad.com/features/carmack   (819 words)

  
 John Carmack Interview
John: If you go into it for the right reasons, it can be a good place.
John: The only one I have hooked up at home now is the Nintendo 64, but wrapped up in cords, we have Playstation and Saturn and others.
He won't commit to it yet, but we're probably going to have him back.
http://firingsquad.gamers.com/features/carmack/page16.asp   (1327 words)

  
 Sid Meier, John Carmack walk the Walk - PC News at GameSpot
Not only that, but it was Carmack who pushed to get Doom's and Quake's source released to the public, which led to countless mods and influenced other game franchises to do the same.
To Mattcake Carmack doesn't design games, he creates (codes) game engines.
First of all, as was pointed out, Carmack had nothing to do with Quake 4.
http://www.gamespot.com/news/6139956.html   (1357 words)

  
 PlanetQuake: Interview with John Carmack
Carmack: Yeah, and that'll all be done just by hooking together things in the editor, it doesn't actually require any custom changes, so just that aspect alone is going to have pretty good effects for creating new types of games.
Carmack: We're probably going to let it go on fending for itself.
The way the levels are hooked together we've got team filters where, since teamplay is kind of a first order part of the game, anything that you'd want to do, like with a trigger, or an action, you can filter it based on teams.
http://www.planetquake.com/interviews/carmack.shtm   (1394 words)

  
 The Croatian Quake III Arena Scene - Croatian Q3A News and Information
Carmack: Quake II was a hacked-up, modified version of Quake as far as rendering technology went.
Carmack stated they were less focused on the "mood" of the game - Q3 Arena will play more like an arcade game with more input to the player(player damage, input from surroundings, etc).
Perhaps John didn't make this clear in his talk (I wasn't there), but Quake III Arena will most certainly *not* be multiplayer only.
http://q3a.inet.hr/archive/1998.shtml   (12854 words)

  
 John Carmack Speaks on Doom 3 - PC News at GameSpot
When asked about the considerable quality and realism of Doom 3's graphics and how the id team is making the game's character animation consistently realistic, Carmack said that for the game's human characters, the team has decided that motion capture is the most appropriate technique.
He didn't give any specific clues but said that it may be significantly different from what players have seen in previous id games.
It's undecided whether he'll allow players to turn shadowing on or off, since the shadows are essential in many of the game's dramatic scenes.
http://www.gamespot.com/pc/action/doom3/news_6027989.html   (646 words)

  
 Game almost over for Doom creator? - Sep. 9, 2004
Should he decide to move on from building game engines, it would undoubtedly bring about cries of anguish from the gaming world.
He's definitely on board for one more title, but Carmack's future as a video game programmer is growing increasingly hazy.
"Visually," Carmack teases, "it's going to be a pretty good step above what we've shown in 'Doom'."
http://money.cnn.com/2004/09/08/commentary/game_over/column_gaming/index.htm   (919 words)

  
 GameSpy: John Carmack: The Technology of DOOM 3 and What's Next
Carmack estimates that he'll have the game engine renderer done in less than a year.
At the end of he day it's all about creating a tool that artists will be able to use to create the effects that they want in the context of a great game.
It was recently announced that id Software's next big game would be a whole new license: not DOOM, not Quake, not Wolfenstein, and no, not even Commander Keen.
http://pc.gamespy.com/pc/doom-3/539049p3.html   (664 words)

  
 Mac Gaming News - First Look at Doom III with John Carmack The Mac Observer
Like Carmack said, this is a very exciting time for computer gaming and graphics professionals and we are beginning to see doors open into a more realistic future in our favorite games.
In the demo Carmack displayed some very moody and dark (go figure) scenes in which he explained that with this new technology offered by the GeForce 3, gaming can now take advantage of drama within the game engine itself, greatly increasing the realism and consequently the entertainment value of computer games.
Incredible effects that we have never before seen in computer games have just launched Mac gamers into a new age of realism in gaming.
http://www.macobserver.com/article/2001/02/22.12.shtml   (734 words)

  
 3D Realms Site: A Look Back at Commander Keen
In the end, the Softdisk guys decided to pursue the game on their own - in secret, of course, as they weren't supposed to be working together in the first place at Softdisk.
Tom's games back then were for Softdisk's monthly subscriptions which included such awesome titles as "Duck Boop".
At first, seeming to represent the ravings of a wide number of Softdisk fans, Romero eventually determined that all the letters came from the same address in Garland, TX.
http://www.3drealms.com/keenhistory   (1718 words)

  
 TIME Digital -- Digital 50 - JOHN CARMACK
   Carmack perfected the shockingly violent and compellingly immersive genre of computer game known as the first-person shooter, in which players roam around a 3-D world seen from the point of view of a character inside that world--generally a character who has a rocket launcher and a serious grudge to settle.
The connection may be speculative at best, but the Marines are convinced: they have trained fighters with Carmack's games for years.
For some people, computer games are the reason they own a computer.
http://www.time.com/time/digital/digital50/10.html   (321 words)

  
 IGN: GDC 2004: John Carmack Talks Game Development
Which brings us to the Q&A segment, in which someone asked about Carmack's opinion of games as art, rather than purely as entertainment.
He says there are Doom 3 source files that he's never even opened, and he wants to be more diligent, but there simply aren't enough hours in the day to go over that many lines of code.
If your favorite player is on the cover of a videogame, we've talked to him.
http://pc.ign.com/articles/502/502167p1.html   (720 words)

  
 What's happened to Id
What happened with Quake is a bit of an anomaly, by all means this game is very good, but in John Romero's eyes, not good enough.
This is not his fault, and he say's it best "The project was taking too long, and everybody wanted to fall back on the safe thing-- the formula." That is, Quake technology is very good, Quake the game is not.
It was, in the document stages, "It's Green and Pissed", but the team thought that title to be "too trite and hackneyed.", and John Romero said "I'd always loved that old Castle Wolfenstein game on Apple II, and so I said, "Hey, we could do it in 3D." "
http://members.tripod.com/%7EThe_Hound/edit1.htm   (486 words)

  
 Quakecon 2002 Day 2: The Day Of Doom III TG Daily
John Carmack is often described as one of the best game engine designers that has ever been involved in the business.
This will be the engine that powers many of the new games that players have been waiting for, and these new games will finally be able to really push the hardware to the limits.
John Carmack has written and designed the engine technology that powers these games.
http://www.tomshardware.com/business/02q3/020817/quakecon-07.html   (629 words)

  
 planet rome.ro
I've wanted, for a while, to convert my front page to a blog format, so here it is! My main concern was keeping the icon links to the different sections of the site so i figured it out and got everything laid out nicely.
That was kinda frustrating but i won't go into it because it's way too much tech crap.
Here's a few really cool games to play this weekend.
http://www.johnromero.com   (1606 words)

  
 I got the Mac Quake II playin’ blues
So the bottom line is that for approximately a ten percent peed hit, Quake 3 modifications and games built on the Quake 3 engine can be played on a Mac as soon as they're released for the PC if the programmers use interpreted modules.
Because the VM on the PC is PC-specific, he's going to have to take into account the Mac's differences (his "inline constant byte order issues") while he's writing the MacQ3VM.
I'm going to take a stab at it, but I'm not making any promises!
http://www.xlr8yourmac.com/games/plan.html   (1165 words)

  
 ShugaShack - Document
Carmack joins past inductees Shigeru Miyamoto, Nintendo (1998), creator of Legend of Zelda and Donkey Kong; Sid Meier, Firaxis Games (1999), who developed Civilization; and Hironobu Sakaguchi, Square USA (2000), creator of the Final Fantasy series.
Released in 1994, DOOM further advanced the first person shooter and took the world by storm, leading players through an eerie and frightening journey to hell and back.
Each of the games id has built on his engines have received "Game of the Year" awards and his multiplayer and Internet gaming innovations have been honored several times over.
http://www.shacknews.com/docs/press/032301_carmack_aias.x   (525 words)

  
 Lets talk about John Carmack by Anonymous Pancake
Many people play games such as quake so much that their minds are permanently warped.
Incredibly, he has made millions of dollars getting people hooked on psychotic games where they compete on the internet to see who can dismember the most people.
Jon carmack is unfortunately doing JUST THIS, using his gifts at computer coding to create games instead of furthering the knowledge of humanity.
http://freewebs.com/trollz/Trolllibrary/johncarmack_ap.htm   (446 words)

  
 John Carmack's Blog: Cell phone (game) adventures - GameDev.Net Discussion Forums
John Carmack's Blog: Cell phone (game) adventures - GameDev.Net Discussion Forums
Home » Community » Forums » News Discussion » John Carmack's Blog: Cell phone (game) adventures
 "John Carmack's Blog: Cell phone (game) adventures" Discussion
http://www.gamedev.net/community/forums/topic.asp?topic_id=310332   (1838 words)

  
 Quake III Arena: John Carmack On Further Q3Tests
John Carmack of id Software has revealed plans for further test editions of Quake 3 Arena and announced that anyone who can crash a Quake 3 game server will be given 0.
Now that the first win32 test is out, here is The Plan for going forward:
I will update crashtest with our internal builds, so it will certainly be possible that an attack on the released servers no longer functions on crashtest.
http://www.computerandvideogames.com/t/details/pc/johncarmackonfurtherq3tests/id15262/index.html   (541 words)

  
 who's who in quake
Carmack is a programming genius, and has written the quake, doom, and wolfenstein 3d engines.
Carmack drives fast cars and writes faster game engines.
not to be confused with -no relation- John Carmack.
http://www.planetquake.com/qe/who/whoid.htm   (315 words)

  
 Family Tree Maker's Genealogy Site: User Home Page Genealogy Report: Descendants of John Carmack
As per "Two 1826 Letters by Cornelius Carmack" provided by Mrs.
as per "Two 1826 letters by Cornelius Carmack" provided by Mrs.
He had engaged in driving horses to the south when quite young, and by misfortune, spent his small patrimony and paid the..." end of copy..
http://familytreemaker.genealogy.com/users/n/o/r/Michele-L-Norton/GENE5-0005.html   (264 words)

  
 Beyond3D - Which was nice.
While the reception to its gameplay is mixed (as is always the case for such a subjective topic of discussion), the majority is in agreement that it is the best looking game ever released on the PC platform.
It appears that benchmarking demos (using the "timedemo" command) results in higher performance stats than actual gameplay.
This reporter, finally getting his hands on a copy of the game after a torturous wait, has been corresponding with id's Technical Director, John Carmack, the man responsible for the engine powering Doom3, on a variety of topics concerning the game.
http://www.beyond3d.com/interviews/carmack04   (480 words)

  
 Doom creator, astropreneur John Carmack weighs in on Zero-G
Los Angeles Times - It was in 1980 that John Anderson first wondered if something funny was going on with gravity.
Carmack: No Quake III Source Yet 01/03/2005 07:53 PM
John Carmack, Java y Teléfonos móviles 04/18/2005 02:28 AM
http://www.stargeek.com/item/264640.html   (5123 words)

  
 GameSpy: John Carmack on Next-Gen Consoles and Game Development
But still, as one of the premiere real-time graphics coders on the planet and creator of the game engines that have powered some of the most influential PC games in history (Wolfenstein, DOOM, Quake, etc.) his unedited thoughts on where the industry is going offer some pretty valuable insights.
John Carmack on Next-Gen Consoles and Game Development
GameSpy: John Carmack on Next-Gen Consoles and Game Development
http://www.gamespy.com/articles/641/641662p1.html   (620 words)

  
 Carmack hints at id direction - Ferrago
Carmack then went on to illuminate id's hopes of reusing current Doom 3 content in their next game, as a way of cutting the development time: "It's going to be some near-future.
Certainly such a 'Remix', as Carmack put it, would be very popular with many gamers - imagine Quake 2 with Doom 3 visuals.
Firstly, Carmack revealed that Doom 3 was very nearly complete, and would be shipping soon, before waxing lyrical on the increasing time it takes to develop games, and bemoaning potential ten-tear technology development cycles.
http://www.ferrago.com/story/3261   (312 words)

  
 John Carmack and the First Person Shooter
Carmack truly made gaming history with his next game, Quake, which finally formalized the burgeoning deathmatch community and has been a major aspect of professional gaming.
But Carmack revolutionized gaming in the early 1990s by building game engines to render 3D environments from a first person perspective, creating first the exciting Wolfenstein 3D, and then the legendary Doom (which, coincidentally, was also used as a training aid by the US military).
That distinction is generally reserved for Howard Delman, Roger Hector, and Ed Rotberg, the Atari game designers who created Battlezone, a 3D tank simulation that used vector graphics and was eventually commissioned for use by the US military.
http://www.ccr.buffalo.edu/anstey/TEACHING/intenv_F03/games/fps.htm   (159 words)

  
 JohnCarmack < Meta < Globewide Network Academy
Carmack on New id Game, Game Theory, Slashdot discussion, August 22, 2003.
To participate you first need to register and then contact us for a password.
Doom and rocket science: id Software's John Carmack tackles - and conquers - both, by Chris Morris, August 22, 2003, CNNmoney.
http://www.gnacademy.org/twiki/bin/view/Meta/JohnCarmack   (105 words)

  
 Zacker
I keep running across topics that are interesting to talk about, and the Armadillo updates have been a pretty good way for me to organize my thoughts, so I’m going to give it a more general try here.
John Carmack, one of my childhood heroes, just started blogging.
http://www.zacker.org   (1537 words)

  
 X-bit labs - Hardware news - Microsoft Xbox 360 — Primary Developer Platform for id’s John Carmack.
The PC game programmer, who created popular titles like Quake and Doom, announced during QuakeCon that he had recently switched his primary development efforts over to the Xbox 360 and that he expected to continue development there for the next six months, according to a report from The Tech Report web-site.
Microsoft’s forthcoming Xbox 360 console will be the primary development platform for the next game from the world’s most known game programmer John Carmack.
Carmack criticized decision of Microsoft and Sony to use PowerPC derivative processors in the next-generation Xbox 360 and PlayStation 3 game consoles.
http://www.xbitlabs.com/news/multimedia/display/20050816034824.html   (630 words)

  
 Interview with id Software's John Carmack - TechIMO News
Carmack conceded that he had farmed out some of the game's programming tasks to other engineers in the company.
Hollenshead added that the "Doom 3" team worked 80-hour weeks with only Sundays off from January until June of this year to finish the project.
Id famously promised no shipping date until last month, telling anxious gamers and the press for months that "it will be done when it's done."
http://www.techimo.com/newsapp/i11659.html   (161 words)

  
 The Tech Report - Comments on John Carmack weighs in on Q3 optimizations
If I were ATI, I wouldn't piss of The Carmack by playing these little games.
It subverts the purpose of benchmarking, which is to gauge how a similar class of applications will perform on a tested configuration, not just how the single application chosen as representative performs.
Carmack discusses several facets of the issue, so I recommend reading the whole thing.
http://www.tech-report.com/news_reply.x/3137   (1451 words)

  
 flipCode - Game Development News & Resources
Doom brought us first person shooters and network gaming, and turned id from a shareware company into a multi-million dollar games powerhouse.
DirectX, they think this is what game developers want and that the technology used for gaming is too unstable for research.
Hecker and Nate Robins (Avalanche Software) explained that game developers want many of the same features that researchers want -- just check John Carmack's.plan.
http://www.flipcode.com/misc/siggraph2001.shtml   (2855 words)

  
 Family Tree Maker's Genealogy Site: User Home Page Genealogy Report: Descendants of John Carmack
Item I will and bequeath unto my son John, a bed, two sheets, two pillows, two blankets and covers over and above his share.
This decision to adopt this variation of the name by Cornelius, makes the name Carmack unique only to his descendants and it seems to insure that anyone with this name in america is a direct descendant of him.
His will was sworn in 1749 and at that time all of his children are officially mentioned as Carmacks.
http://familytreemaker.genealogy.com/users/n/o/r/Michele-L-Norton/GENE5-0002.html   (421 words)

  
 MobyGames - John Carmack
Do not duplicate or redistribute in any form.
John Carmack was born on August 20th, 1970 and is a prolific figure in the video game industry.
John Carmack is also an avid rocketry enthusiast and founded Armadillo Aerospace, which has compete for the ANSARI X Prize.
http://www.mobygames.com/developer/sheet/bio/developerId,682   (126 words)

  
 John Carmack at Celebrity Battles
Celebrity Battles is a free online game where you pit celebrity pictures for cheerleaders, movie stars, playboy playmates, pornstars, or models against each other in a variety of competitions.
John Carmack does not currently have any other celebrity or celebrity pictures sites listed.
John Carmack does not currently have any other pictures.
http://www.celebritybattles.com/celeb/John+Carmack   (142 words)

  
 SPACE.com -- Armadillo Scores Test Liftoff Success In Bid For X Prize
"The Ansari X Prize is stimulating the re-examination of a premise that has gone almost unchallenged for decades - that 'rocket science' can only be undertaken by governments and corporations with billions of dollars at their disposal," Carmack points out on the X Prize web site.
Regarding the role that private rocketeers are playing, Carmack suggests a new paradigm is at work.
Carmack said that next weeks scheduled public flight of SpaceShipOne from Mojave, California have "good odds" for success in flying its pilot to the X Prize, suborbital altitude.
http://www.space.com/businesstechnology/technology/armadillo_test_040617.html   (703 words)

  
 John Carmack Blog - Shacknews
Dave Callaham, the scripwriter for the upcoming Doom movie, has written a personal letter to the Doo...
The id Software programmer hadn't posted a new.plan since early 2003, but he plans on resuming them in the form of a blog while talking about various topics - "some general interest stuff, but a bunch of things will only be of interest to hardcore graphics geeks".
The Armadillo Aerospace Website is now host of new John Carmack.plan file / blog updates.
http://www.shacknews.com/onearticle.x/35074   (551 words)

  
 John Carmack: Mac/PPC Peformance Gap for Gaming "Not a Myth" Design News
John Carmack: Mac/PPC Peformance Gap for Gaming "Not a Myth"
John Carmack: Mac/PPC Peformance Gap for Gaming "Not a Myth"
The performance gap between PowerPC and x86 is "not a myth," according to Mac and Windows gaming developer John Carmack, cofounder of id Software
http://www.designnews.cc/node/19590   (45 words)

  
 John Carmack's official comments on NV40 (GeForce 6800 famil
So how much are these new super cards going to cost ?
No sense making up my mind when neither are available yet.
I don't care what Carmack or Sweeny say about video cards folks...
http://www.howtofixcomputers.com/bb/sutra162437.html   (1978 words)

  
 ActiveWin.com - John Carmack's cell phone adventures
John Carmack decides to code a Java game for his new cell phone just for fun and writes about the problems he had with J2ME while doing so.
http://www.activewin.com/awin/comments.asp?HeadlineIndex=28825   (28 words)

  
 First-person shooter - Wikipedia, the free encyclopedia
A technology demo of this game was, in fact, John Carmack’s inspiration for Wolfenstein 3D’s game engine.
Unlike Wolf, Underworld supported many true 3D features such as non-perpendicular walls, walls of varying heights, and inclined surfaces.
http://www.wikipedia.org/wiki/First_person_shooter   (6025 words)

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