Тёмный

"The Early Days of id Software: Programming Principles" by John Romero (Strange Loop 2022) 

Strange Loop Conference
Подписаться 82 тыс.
Просмотров 147 тыс.
50% 1

As co-founders of id Software, John Romero and John Carmack created the code behind the company's seminal titles. The principles they defined through experience in id's earliest days built upon one another to produce a unique methodology and a constantly shippable codebase. In this talk, John Romero discusses id software's early days, these programming principles and the events and games that led to their creation.
John Romero
Romero Games
John Romero is an award-winning game programmer, designer and level designer whose work spans over 130 games, 108 of which have been published commercially. Romero is the "father of first person shooters" having led the design and contributed to the programming and audio design of the iconic and genre-defining games DOOM, Quake, Heretic and Hexen. Romero was also one of the earliest supporters of eSports and a current competitive DOOM and Quake player. To date, Romero has co-founded eight successful game companies including the likes of id Software. He is considered to be among the world's top game designers, and his products have won well over 100 awards. Romero most recently won a Lifetime Achievement award at the Fun & Serious Games Festival in Bilbao and the Legend Award at 2017's Develop: Brighton. One of the earliest indie developers, Romero began working in the game space in 1979 on mainframes before moving to the Apple II in 1981. He is a completely self-taught programmer, designer and artist.
------- Sponsored by: -------
Stream is the # 1 Chat API for custom messaging apps. Activate your free 30-day trial to explore Stream Chat. gstrm.io/tsl

Наука

Опубликовано:

 

2 окт 2022

Поделиться:

Ссылка:

Скачать:

Готовим ссылку...

Добавить в:

Мой плейлист
Посмотреть позже
Комментарии : 117   
@Hobbitstomper
@Hobbitstomper Год назад
Developing 13 games in a year, porting Wolfenstein in 3 weeks to the SNES, those time frames are insane. Nowadays a meeting can take longer than 3 weeks...
@jesustyronechrist2330
@jesustyronechrist2330 Год назад
TBF, games back then were exponentially more simple than nowadays. At surface level, a modern 2D pixelart platformer might look like it could run on an NES, but in reality, there's bunch more stuff happening under the hood, a lot more complex scripting and things to keep track of. Bad optimization? Sure, who cares, nobody's playing Shovel Knight on an NES anyways... Or are they?!?! It still is very impressive.
@madams4606
@madams4606 Год назад
​@@jesustyronechrist2330​I heard Mario 1 took 10 months
@teckyify
@teckyify Год назад
@@jesustyronechrist2330 well, yes and no. When you're doing everything the first time that's a whole different complication. Design-wise and technology-wise.
@anthonyobryan3485
@anthonyobryan3485 Год назад
That was the fastest 1.25 hours I've ever spent listening to a lecture. I was engrossed the entire time.
@andrewgbliss
@andrewgbliss Год назад
Its just as entertaining to hear the dev stories as playing the actual games. What a legendary time.
@DramaticalyEffective
@DramaticalyEffective Год назад
I am completely addicted to the story of ID. I don’t really know why. It’s just so inspiring. I listen to Masters Of Doom at least once a year.
@brunodantasm
@brunodantasm Год назад
I would say early Id may be the most inspiring game company due to being only a few charismatic people plus their amount of dedication, productivity & innovation. Definitely check out the recent (5-hour long!) Lex Fridman podcast with John Carmack as well.
@marbasfpv4639
@marbasfpv4639 11 месяцев назад
I love masters of doom! and Hackers, heroes of the computer revolution. Now Mr.Romero has released his autobiography "Doomguy" and its as good as masters of doom. Its great to read/listen to his own version.
@kirillholt2329
@kirillholt2329 10 месяцев назад
same...and I don't even like doom all that much (I do like quake though) just the whole 90's dev era radiates crazy inspiring energy
@ovinophile
@ovinophile Год назад
That answer to the D&D campaign question was so good. Depending on who you are, hearing it could be either terrifying or amazing.
@TaranovskiAlex
@TaranovskiAlex Год назад
It is always interesting to listen to John's Romero wisdom
@RewdanSprites
@RewdanSprites Год назад
No matter how many time I hear the story I always show up to hear it again. I even have the book! (There's a new one coming out next year apparently!). Rock on John, rock on.
@deusprogrammer_thekingofspace
Masters of Doom? That's my favorite book. I listen to it on Audible while I work now-a-days. It inspires me to keep going.
@paulk314
@paulk314 Год назад
A new book coming out? What's the name?
@AlexanderBalchev
@AlexanderBalchev Год назад
@@paulk314 DOOM Guy: Life in First Person
@nateypoo
@nateypoo Год назад
Listening to John Romero talk about the history of id software is like listening to the grandpa I never had tell me bedtime war stories!
@ReleeSquirrel
@ReleeSquirrel Год назад
Well that was exceptionally fantastic. Thanks for hosting and publishing that! Thanks to John Romero, too. Even though I'm a gamedev and often watch stuff like this to glean gamedev wisdom, I think my favorite part was hearing about John Carmack's D&D game.
@AstronautDown
@AstronautDown 5 месяцев назад
Just a huge thank you to the person who asked the DnD question.
@amonynous9041
@amonynous9041 Год назад
I'll never forget the amazement when I first saw Doom on my friends computer as a kid.
@jberg5441
@jberg5441 Год назад
This is the most complete story I've found so far. Excellent talk
@brunodantasm
@brunodantasm Год назад
Definitely check out the recent (5-hour long!) Lex Fridman podcast with John Carmack as well.
@qwertyman1511
@qwertyman1511 Год назад
just like the development style, the presentation was quick and concise, leaving room for other things.
@oopus4
@oopus4 Год назад
I could listen to Romero talk for hours
@_Hawk78_
@_Hawk78_ Год назад
Id Soft made the best games I grew up with. Thanks so much for it! 🕹👍😀
@johnmendon18
@johnmendon18 Год назад
As a kid who grew up on Doom IN Shreveport its funny to hear about id working off of Lakeshore Dr only a few miles from my childhood home.
@JohnDlugosz
@JohnDlugosz Год назад
17:00 Develop on a system that's superior to your target. I can relate to that. In the early 90's I took over the group developing the software for an industrial machine that used a '286 motherboard. The development machines were PCs built around this same board, because my predecessor wanted the development system to match the target system. It had a detrimental effect on the code, big time. The developers were loathe to change a header, because of the long compilation times. So instead of fixing or updating a core data structure, they would come up with crazy work-arounds that could be done in one CPP file. I came in with my personal '486SX budget machine, and quickly slashed through some of these outstanding issues, rebuilding clean in the time they took to incrementally make. As for needing the same hardware, that applied to the installed cards not the base PC, and targeting the 286 for generated code, and having a "slow clock" or "de-Turbo" mode for testing.
@achtsekundenfurz7876
@achtsekundenfurz7876 Год назад
Can confirm. Develop on good machines (with an OS that doesn't freeze after a bad pointer), and TEST on at least one baseline system.
@AppliedCryogenics
@AppliedCryogenics Год назад
I was in high school for WOLF3D, college for DOOM, and at my first tech job for QUAKE3D. I
@lerneninverschiedenenforme7513
Awesome talk! Thank you so much for talking, filming und uploading!
@proosee
@proosee 6 месяцев назад
I think the most influential bug that became a feature was strafe jumping/bunny hopping in Quake, the fact that it is quite essential in some games to this day says a lot.
@GuyRutter
@GuyRutter Год назад
What a joy listening to John. Reflecting on my own life in software through the same eras and of course the awesome nostalgia of playing Doom and Quake. Carrying our whole system (with CRT) around to friends houses to deathmatch.
@BryceMiller
@BryceMiller Год назад
Fun DnD story at 44:20
@hpbecraft
@hpbecraft Год назад
highlight of the talk.
@youreale
@youreale Год назад
The legend. Hats off.
@Swagbastian
@Swagbastian Год назад
I love how he just says that they did some insane, groundbreaking stuff that most of us could only dream of doing, so casually.
@vectar
@vectar Год назад
This was awesome! Thanks to all involved. 🤩
@metamedian
@metamedian Год назад
So much insight to the art of making games! Thank you, John!
@colinmaharaj
@colinmaharaj Год назад
53 and still at it, C++, making useful things.
@mdrakic
@mdrakic 4 месяца назад
Amazing video, superb insight. Moral of the story: Talk to each other!
@Novous
@Novous Год назад
IIRC, Death Rally, and Tyrian, were both successful 90's shareware/DOS games that started from demoscene groups. There's probably a ton more. There were a lot of Finnish DOS indie games with stellar soundtracks in the 90's.
@geshtu1760
@geshtu1760 Год назад
Awesome talk! Every aspiring indie game dev should watch this
@TheMrMxyspptlk
@TheMrMxyspptlk Год назад
Thanks for this amazing journey through your creative minds
@aldunlop4622
@aldunlop4622 4 месяца назад
Nobody ever really seems to talk about Heretic or Hexen anymore, but even though I loved Doom, I preferred Heretic because I was more of a fantasy nerd than action in those days. I readd Lord of the Rings in the 70s and right after that D&D became huge. Then Quake 2 came out and I was a bit older, and into rock music and the music in Quake 2 blew my mind. I used to play in the living room with all the lights off and had my PC plugged into my sound system and it was insane. John & Co, you made this Gen Xer a happy man to this day. Thanks.
@impheris
@impheris Год назад
is always fun to hear about the early days of game dev
@JulianMakes
@JulianMakes Год назад
Incredible person what a great time and place to work they had!
@stephenbroderick7002
@stephenbroderick7002 Год назад
That was amazing. It never gets boring hearing about that time and what they did.
@ayoubdadda1380
@ayoubdadda1380 Год назад
Awesome, great video!
@bransonS
@bransonS 8 месяцев назад
These talks are awesome. Amazing people doing amazing things. Such a great story and always interesting to hear these guys share. Now just to form a small team of multiple. exceptional, passionate, respectful geniuses and give them full ownership of their work. It’s easy!
@tizianschmidlin5411
@tizianschmidlin5411 Год назад
I haven't fully watched it yet, this is mainly a note to myself to check if John tells what the bug that they had in the game since day one was and how they fixed it. Edit: 30:56 is the timestamp where this is answered. Thanks, me. You're welcome!
@murphy7801
@murphy7801 Год назад
Reminds me when your young you have so much energy. Such an interesting insight.
@TusharDeb
@TusharDeb 5 месяцев назад
Great story and great advices!!
@quakecon2009
@quakecon2009 Год назад
I'm going to have to watch it again...
@neptronix
@neptronix Год назад
Great talk.. thanks so much :)
@nickhuynh6321
@nickhuynh6321 Год назад
Friendship is the biggest take-away...
@JohlBrown
@JohlBrown Год назад
tom hall's press shot is legendary (but also john's)
@DJ-Illuminate
@DJ-Illuminate Год назад
I was doing web design in Madison in 1991. Only 5 servers for the web existed at the time and Madison had one. I found one of Wolfenstein shareware on our server.
@guilherme5094
@guilherme5094 Год назад
So awesome👍👍!
@human_devops
@human_devops Год назад
Brillliant talk! I felt a slight contradiction in that slide about "writing your code for this game" and how all code was written afresh and then later admitting that engine code and elements were reused because they weren't going to get any better. I can imagine that from one perspective the game is new but the engine(s) are always improving.
@pacesferry
@pacesferry Год назад
12:28 Keep looking at your functions and figure out how you can simplify further.
@EnTransic
@EnTransic Год назад
Small company. Good friends. Do what you love to do. Embrace the grind. Success follows.
@Sharlenwar
@Sharlenwar Год назад
Damn, I miss the early days of where gaming was born from. I was too young to really experience it. I was a part of the console wars that happened with Atari, Sega, Nintendo, NeoGeo, Turbografix, etc.
@-taz-
@-taz- Год назад
I always wondered how or why IBM put the scroll registers into the CGA, EGA, and VGA designs. I can remember when people sort of discovered it, and started using it. It was in "trainers" and demos. But why was it even there??? What was the intent? I don't think it was for game programming. And even then, it was just barely even usable. (I sure had a rough time, being a senior in high school, just starting to learn Pascal, ASM, and C/C++.)
@halgari
@halgari Год назад
So fun side-notes about all of that. The old video adapters had these scroll registers as you mentioned, and if you could configure the memory in such a way, you could draw to one part of video memory while displaying another. Once you were done drawing you could flip the "viewport" register to the other area and start drawing where you were just displaying. This double buffering allowed for flicker-free graphics. The problem was that no standard video mode was setup in a way that allowed for two screens of 8-bit color to fit in video memory at once. You heard Romero mention Michael Abrash. Abrash's discovery was that with a bit of mucking with VGA registers you could kick the cards into a undocumented "unchained mode" allowing for 8-bits of color on a 320x240 display, meaning we could finally get much richer color with double buffering. In addition, there was just enough video memory left around that these two buffers could have a border around them of extra tiles allowing for smooth panning around the screen.
@NostraDavid2
@NostraDavid2 Год назад
@@halgari Is that how they got 1024 colros on a 4bit-color IBM with the 8088 MPH demo?ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-yHXx3orN35Y.html
@perplexedmoth
@perplexedmoth Год назад
CGA was built on top of HD6845 (extremely common CRT controller chip in 80s), which has scroll registers for obviously scrolling the character display fast, and not having to copy the whole buffer.
@wolfgangfrost8043
@wolfgangfrost8043 Год назад
I do think it's funny that iD Software hired someone to do the SNES port of Wolf 3-D & got stiffed on it, then almost the exact same scenario played out when they contracted out Doom 1's networking code! Paid some guy who ran off with the money, they never got the networking code & ended up having to do it themselves.
@LunarLemonade
@LunarLemonade Год назад
I'd pay to read more about that D&D campaign.
@chinering23
@chinering23 Год назад
28:47 That black box analogy is very true. I am in an agile job now and it's just like that. Normally I would do full stack but I cannot see half of what is going on, I hate it.
@tolkienfan1972
@tolkienfan1972 Год назад
I like most of the core principles :-)
@clooclvloolv2217
@clooclvloolv2217 Год назад
Dangerous Dave II my first ever shooter
@killaken2000
@killaken2000 Год назад
20:03 does anyone know what the bug was?
@CirclesandSounds
@CirclesandSounds Год назад
1:12:10 “Don’t you run from me, John!” - Decino 😂😝
@AdrianBoyko
@AdrianBoyko Год назад
Where does Zoidphun fit into all this?
@colinmaharaj
@colinmaharaj Год назад
12:35 just a few hours ago I was still simplifying my code.
@silverquick32
@silverquick32 Год назад
The PHP on the screen at 28:40 seems highly out of place... :D
@killaken2000
@killaken2000 Год назад
I'm looking forward to Sigil 2
@antopolskiy
@antopolskiy Год назад
can someone PLEASE name the games at 6:06 ??
@steelbrotherhoodof2359
@steelbrotherhoodof2359 Год назад
there are more proccesing calculations happening. pre processing 1. real time data proccesing 2. and post proccesing 3. good luck. curious ones. :p then, single tasking 1.switching-multitasking aka turn based 2. real time aka, simultanious tasking operations. "all at once" 3.
@benaloney
@benaloney Год назад
"We had no source control..." 💀
@MrBlaygor
@MrBlaygor Год назад
30:46 for what 11th hour bug Carmack fixed on Doom launch day
@ben25890
@ben25890 Год назад
@44:23 the Dungeons and Dragons campaign talk
@weswoodell
@weswoodell Год назад
I got distracted for a moment then came back in the middle of his story about casting spells and talking to demons, and I'd missed the opening where he'd explained he was playing Dungeons and Dragons with his friends. I must say I was extremely confused for a minute there ... haha.
@JohnDlugosz
@JohnDlugosz Год назад
I have a question about the SNES port of Wolfenstein-3D. You said you had to learn the hardware, convert assets, etc. But was there a practical C compiler that targeted the 65816? You didn't mention having to learn assembly language and work out performance tricks on same.
@jc_dogen
@jc_dogen Год назад
presumably knowing 6502 from the apple 2 helped a lot
@VikingBoyBilly
@VikingBoyBilly Год назад
"No prototypes. Just make the game. Polish as you go. Don't depend on polish happening later. Always maintain constantly shippable code." This was not the current age of the game industry.
@CarrotCakeMake
@CarrotCakeMake Год назад
Commander Keen 4 was so much fun. I wish someone had asked him if he had a favorite game of all the ones he worked on. Sounded like it might have been Doom.
@mrJety89
@mrJety89 Год назад
Slordax was the first game I EVER played
@CaptainWumbo
@CaptainWumbo Год назад
good principles I wish more people saw the wisdom in. common sense not so common in big tech
@ggzor
@ggzor Год назад
59:10 Wise Mystical Tree?
@JonathanRossRogers
@JonathanRossRogers Год назад
55:36 TIL that time == Wolfenstein.
@prashants5071
@prashants5071 9 месяцев назад
John Romero: Meanwhile Sandy Peterson: working at id software was like watching a nature documentary about a pack of hyenas devouring a carcass
@JonathanRossRogers
@JonathanRossRogers Год назад
17:33 *nix FTW
@Marandal
@Marandal Год назад
Lovely interview with a vampire. always fun to listne to John
@GPaulTheThrashKing
@GPaulTheThrashKing Год назад
Makes you want to start hacking on some games. I remember being in like kindergarden and playing Dangerous Dave off a floppy disc.
@dieterkalt4281
@dieterkalt4281 Год назад
this video should be double liked
@clooclvloolv2217
@clooclvloolv2217 Год назад
It is
@DiarrheaBubbles
@DiarrheaBubbles Год назад
Oh wut?! I'm in Rocklin right now lol.
@pcboxservices
@pcboxservices Год назад
Same
@DougDingus
@DougDingus Год назад
It is time for another "Time Warp" podcast John. Just saying.
@ropersonline
@ropersonline Год назад
33:33: Sounds like a constant continuous hackathon.
@eobet
@eobet Год назад
Interesting talk, but Wikipedia tells a completely different, not as rosy story on the Quake development… also, how do you go from multiple games per year to Daikatana? Seems the most interesting part was left untold…
@aloluk
@aloluk Год назад
So actually, he doesn't say write the entire game from scratch.
@JosifovGjorgi
@JosifovGjorgi Год назад
No TDD, no *DD, no Agile, no Waterfall, no latest tech buzz IdSoftware delivered 28 games in 5.5 years without version control system and just syncing between them. IdSoftware is mainly responsible for creating the gaming industry That is WOW, today with all the buzz, "latest" software process and it still hard to deliver good software. This talk will save you tone of money on "make a great software" consultants In summary: Sync with your co-workers, especially if you know that your code change can interrupt someone else work
@BartoszRybacki0
@BartoszRybacki0 Год назад
My hypothesis: Most of the "processes" are created by observing the successful companies. But it is hard to observer core behaviors and core principles so what is left are some rituals.
@neptronix
@neptronix Год назад
The tighter and smaller the team, the less you need those time sucking processes.
@TheChannel1978
@TheChannel1978 Год назад
@@neptronix Friends and personality match also helps. Without a good fit motivations of some members become a problem sooner or later.
@GodOfMacro
@GodOfMacro Год назад
working on something you are passionate about too
@peterfireflylund
@peterfireflylund Год назад
It was actually very agile.
@moe85moe85
@moe85moe85 10 месяцев назад
Some of the smartest developers even today all together back then. That’s more than just luck
@steelbrotherhoodof2359
@steelbrotherhoodof2359 Год назад
so, the buffer, a dedicated piece of ram. is limited. and filled with data, from multiple sources say software code and keyboard input and hard drive data. and empty with a clockcycle say X times a second. and then refilled. the data goes to the buffer. say, one by one, and the buffer (or cache) dispose that all together in go, too different things, like music and display.
@steelbrotherhoodof2359
@steelbrotherhoodof2359 Год назад
and then the buffer memory is filled with a higher frequentie or fps then it is emptied. say i.e. 30 hertz per proccesed data stream. per 5 megabyte. per s3cond. and then emptied 1 once a second. buffer under run. ( no use the full buffer memory array. and purge it before it reach its limits. ) buffer limit is by the programmer Pre-designed. or Pre-fixed. in size.that along side the rest of the ram memory usage. thus, " in the meanwhile" or " in the lean time" and alsobhas its own clock freqeuncy. good explaination sir, romero.
@ernies8828
@ernies8828 6 месяцев назад
I played and owned EVERY game made by John Romero and John Carmack. Not one of their games had any bugs. Not one. This is a practice of work ethic that has often fallen to the way side in favor of greed, early access garbage, and lazy people! Every game designer needs to emulate their impeccable work ethic. It is a lie that you can not make games without bugs. A game not mentioned was called Blake Stone, which I thoughourly loved from Apogee. One last thing I will mention is that I have reservations concerning the occult. I would never outwardly engage in any type of magic, witchcraft, or satanism, and that includes D&D.
@aloluk
@aloluk Год назад
WTF, We still use hardware breakpoints in games dev now. On all platforms. On some its called a data breakpoint though.
@danboid
@danboid Год назад
Sorry John but Keen didn't pioneer game engines. Just off the top of my head I can think of Gary Kitchen's Gamemaker (1985), SEUCK (1987), Freescape (as used in Driller, 1987 and several later games like Dark side, Castlemaster etc) and there were several other game engines before Keen arrived.
Далее
DOOM’s Development: A Year of Madness
44:12
Просмотров 806 тыс.
Guess The Drawing! ✍️✨🧐 #shortsart
00:14
Просмотров 3,1 млн
НУБ ИЩЕТ ЖЕНУ В GTA SAMP
22:34
Просмотров 242 тыс.
John Romero's Irish Adventure
43:45
Просмотров 213 тыс.
Jonathan Blow on productivity, burnouts and ambition
31:31
Deep Thoughts Engineering Speaker Series: John Carmack
1:02:24
"Game Development in Eight Bits" by Kevin Zurawel
39:41
The Man Who Solved the World’s Hardest Math Problem
11:14
John Romero - Quake Postmortem
47:07
Просмотров 33 тыс.
Why Doom is Awesome: Binary Space Partitioning
26:25
PA-RISC рабочая станция HP Visualize
41:27
ПОКУПКА ТЕЛЕФОНА С АВИТО?🤭
1:00