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John Carmack officially leaves id Software. For decades, John Carmack and id Software have gone hand in hand.

John Carmack officially leaves id Software

Today, the studio confirmed that the game industry luminary is leaving id completely. "John Carmack, who has become interested in focusing on things other than game development at id, has resigned from the studio," said id studio director Tim Willits in a statement to Gamasutra. Best known for his programming skills in video games, Carmack has also been involved in engineering rockets at his own Armadillo Aerospace, and recently became CTO of hot VR company Oculus. Carmack was most recently tech director at id.

Originally, when Carmack announced in August that he joined Oculus, he said he was splitting his time up between the VR company, id and Armadillo. "John’s work on id Tech 5 and the technology for the current development work at id is complete, and his departure will not affect any current projects," said Willits. Carmack co-founded id Software in the early 90s. €œAn Open Game”: DOOM, Game Engines, and the New Game Industry of the 1990s « Interdisciplinary Humanities Center. TALK: “An Open Game”: DOOM, Game Engines, and the New Game Industry of the 1990s Dr.

“An Open Game”: DOOM, Game Engines, and the New Game Industry of the 1990s « Interdisciplinary Humanities Center

Henry Lowood (Curator, History of Science & Technology Collections, Stanford) Tuesday, February 12 / 4:00 PM 1009 SSMS Social Science and Media Studies Building Shortly before the release of id Software’s computer game, DOOM, at the end of 1993, id released a news release announcing the game and promising to “push back the boundaries of what was thought possible” on contemporary computers. Game art: theory, communities, resources. Elephant in the room. The Elephant in the Room, Banksy exhibition, 2006 Barely Legal show, Los Angeles[1] "Elephant in the room" is an English metaphorical idiom for an obvious truth that is either being ignored or going unaddressed.

Elephant in the room

The idiomatic expression also applies to an obvious problem or risk no one wants to discuss.[2] It is based on the idea that an elephant in a room would be impossible to overlook; thus, people in the room who pretend the elephant is not there have chosen to avoid dealing with the looming big issue. Origins[edit] The Oxford English Dictionary gives the first recorded use of the phrase, as a simile, as The New York Times on June 20, 1959: "Financing schools has become a problem about equal to having an elephant in the living room. This idiomatic expression may have been in general use much earlier than 1959. Usage[edit] Similar[edit] A variation is the phrase "elephant in the corner" which is infrequently used to the same effect.[10] See also[edit] Notes[edit] References[edit]

Hacking a Ferrari. A souped- up version of Doom II, the classic 1994 first person shooter from id Software, is out today for download on the Xbox Live Arcade.

Hacking a Ferrari

In addition to 5.1 surround sound and high-definition graphics, it's sporting online deathmatching and cooperative play (and how cool is that?). When I was interviewing id co-founder and tech whiz John Carmack for my book Masters of Doom, he told me that he had a passionate side project during the Doom II development: souping up his fleet of Ferraris. As any car geek knows, Ferrari doesn't look too highly on gearheads hacking their rides - but this is Carmack we're talking about. And he put as much of his engineering chops to work on his cars as he did his games. In honor of the Doom II re-release, I thought I'd share a Q/A I did with Carmack about his early Ferrari hacking days - how it worked, and how much it cost.

David Kushner: When did you first start modifying your Ferraris? DK: How much did you put into the cars? Events - UCSB Department of History.

DOOM documentation

DOOM replays, demos, lmps. DOOM WAD documentation. DOOM PVW2 demo information. Doom to Dunia: A Visual History of 3D Game Engines. Doom might arguably be the most memorable (or at least the most popular) PC game of all time, and with good reason.

Doom to Dunia: A Visual History of 3D Game Engines

Prior to Doom's release, programmers found themselves in the stone age of game development. For the most part, building a game meant starting from scratch and compiling all new code, but like the invention of the wheel, the advent of the game engine forever changed the PC gaming landscape. Now, we know what you're thinking, and we're well aware that game engines existed prior to Doom's release in 1993; we're even going to cover some. But it was id Software's now legendary first-person shooter that pushed reusable 3D game engines as a viable programming model, and videogame development has never been the same since then. On the following pages, we look back at all the major PC game engines and what made each one special. Space Rogue / Ultima Underworld After releasing Space Rogue, Origin Systems began work on Ultima Underworld and its accompanying engine.