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Topic: John Carmack

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In the News (Fri 21 Jun 19)

  John Carmack - Wikipedia, the free encyclopedia
John D. Carmack II (born August 20, 1970) is a widely recognized figure in the video game industry.
Carmack is a well-known advocate of open source software, and has repeatedly voiced his opposition to software patents, which he likens to "mugging someone"[1].
Though Carmack is best known for his innovations in 3D graphics, he is also a rocketry enthusiast and the founder of Armadillo Aerospace.
en.wikipedia.org /wiki/John_Carmack   (840 words)

 [No title]
John Carmack (born 1970) is a widely recognized figure in the video game industry.
Carmack is noted for his aptness with 3D graphics and is recognized as a leading figure in the field.
John D. Carmack II grew up in Kansas City and became interested in computers at an early age.
wikiwhat.com /encyclopedia/j/jo/john_carmack.html   (328 words)

 John Carmack
John Carmack is the lead programmer and co-founder of id Software, a high-profile video game development company.
Carmack's skills enabled the development of the seminal first person shooter games Wolfenstein 3D, Doom and Quake, amongst others.
Carmack's game "engines" have been able to take maximum advantage of the developments in PC hardware quicker than other developers.
www.ebroadcast.com.au /lookup/encyclopedia/jo/John_Carmack.html   (136 words)

 John Carmack - Uncyclopedia
John D. Carmack II was founded in 1970, crawling around near a smoldering meteorite in a Kansas cornfield.
It was during this time that Carmack and his "droogs" came up with the concept of the "video game", a conducive form of computer virus that would compel people to actually load it on their computers and infect themselves with it.
Carmack, to amass the power necessary to overthrow 'Putah and his rival Romero, assimilates with the 'Putah -- the massive network of Doom infected machines on planet earth -- using his portable iNeuralPod.
uncyclopedia.org /wiki/John_Carmack   (1046 words)

 John Carmack's QuakeCon 2005 keynote - The Tech Report - Page 1
Carmack started out by offering his assessment of the current state of PC gaming hardware, noting that he is largely satisfied with current trends.
Carmack said he considers the prospects for the upcoming physics acceleration chip on the PC iffy, because physics presents a very fundamental problem that graphics doesn't have: it isn't easily scalable for level of detail.
Carmack predicted this constraint would lead to a number of physics-accelerated titles where acceleration affects only elements, such as flowing water, that are peripheral to the core gameplay experience.
techreport.com /etc/2005q3/carmack-quakecon/index.x?pg=1   (1395 words)

 John Carmack - Simple English Wikipedia
His revolutionary programming techniques, combined with the unique game designs of John Romero, led to a mass-popularization of the first person shooter (FPS), in the early to late 1990s.
Carmack is married to Katherine Anna Kang since January 2000 and their son, Christopher Ryan, was born on August 13 2004.
In March of 2006, Carmack was added to the [www.walkofgame.com Walk of Game], an event that recognizes the developers and games with the most impact on the industry.
simple.wikipedia.org /wiki/John_Carmack   (261 words)

 A chat with John Carmack
There's plenty of coverage of the finals and of John's speech elsewhere on the net, but I managed to chat with him for a while after his official speech was over, and got to ask some questions about which all you tech-heads might be as curious as I was.
John's hunch is that eventually 3D hardware will be based on some kind of multiresolution representation, where the world is kept in a data structure that fundamentally supports rendering it in near-constant time from any viewpoint.
The analogy John likes is the comparison to the switch from vector graphics (which described a 2D screen in terms of points connected by lines) to raster graphics (which described a 2D screen in terms of a semi-continuous 2D mapping of values).
www.unrealities.com /web/johncchat.html   (2243 words)

 GameSpy.com - Article
John Carmack sits at the end of an enormous boardroom table in a hotel conference room.
On this occasion, John Carmack seems very satisfied, and that is something to worry about.
John Carmack: No. I've got at least one more rendering engine to write.
archive.gamespy.com /quakecon2003/carmack   (508 words)

 Carmack - Kotaku   (Site not responding. Last check: 2007-10-21)
The nine companies showing their shuttles, including Carmack's Armadillo Aerospace, won't be heading into orbit just yet the event's altitude is restricted to "low." Carmack told Wired that his spacecraft could be in space as early as next year.
John Carmack announced at this year's QuakeCon that the source code for Quake 3 Arena will be hitting the net soon.
Carmack went on to sing the praises of the Xbox 360, calling it the best development environment he's seen in a console.
www.kotaku.com /gaming/carmack   (576 words)

 Kikizo Games: Features: John Carmack Interview January 2006
Carmack: While a modern PC or console game can credibly be designed with few technical constraints, machines with the capabilities of current mobile phones are tightly resource constrained, and a game design that doesn't take that as a dominant factor will certainly suffer.
Carmack: If I could stop time or spin off a few clones, I would enjoy doing a DS or PSP game, but at this point I can't imagine having the time to be seriously involved in it.
Carmack: We are working internally on a completely new project, but we haven't made any firm plans yet for the future of the Wolf, Doom and Quake franchises.
games.kikizo.com /features/id_johncarmack_interview_jan05.asp   (817 words)

 Interview - John Carmack talks Doom RPG // None /// Eurogamer
John Carmack: Getting into this was really a sort of random event - a year ago, I rarely carried a cell phone, and it was just an old fl and white clunker.
John Carmack: I have been harping on about the evolutionary benefits you get with short development cycles, and our second mobile game will be a clear example of this.
John Carmack: I intentionally kept myself away from all production aspects of the movie, because I didn't want to butt in where I had no particular skills to contribute, and I wanted to see the end product with fresh eyes.
www.eurogamer.net /article.php?article_id=62343   (847 words)

 Carmack - Wikipedia, the free encyclopedia
Carmack is a surname and may refer to:
George Carmack (1860-1922), American discoverer of gold in the Klondike region
John Carmack (born 1970), American game programmer, cofounder of id Software
en.wikipedia.org /wiki/Carmack   (109 words)

 John Carmack Comments On Playstation 3
Technologist Genius John Carmack was brought on the G4 TV show for his opinion on the Xbox 360 and Playstation3 hardware difference.
John Carmack is no Cliffy B as far as popular appeal, but his statements seemed measured, informed, and non biased.
As for John Carmack's comments, while he may be right about the difficulty of developing for PS3, as a respected developer, he should proclaim his will in making the best of the hardware to showcase his skills.
www.xbox365.com /news.cgi?id=GGririiirr05121649   (1311 words)

 GameSpy.com - E3 2002 Coverage
With this in mind, we were able to ask the man behind the technology -- id Software's John Carmack -- a few questions about the new engine, the current state of video cards, and a few other topics.
John Carmack: I'm not real big on the celebrity bit, so I have just been quietly going about my work.
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.
www.gamespy.com /e32002/pc/carmack   (853 words)

 John Carmack Blog Update - Ferrago News Portal
John Carmack explains in a blog update why they've delayed the release of Quake 3 source code: Previous source code releases were held up until the last commercial license of the technology shipped, but with the evolving nature of game engines today, it
John Carmack has been spending the last month or so working on a stylish cell phone game called DoomRPG---"sort of Bard's Tale meets Doom." Carmack says that he decided to start working on a cell phone game after checking out...
John Carmack's new blog on the Armadillo Aerospace website is host to his random thoughts, as well as detail on the release of the Quake 3 source co..
www.ferrago.com /portal/cluster/90583   (553 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.
In the early '90s, Carmack and his colleagues at id Software developed the complex technology that makes those games possible.
The two killers were reportedly Doom and Quake freaks, and soon "experts" were crawling out of the woodwork to testify that first-person shooter games train children to be merciless and efficient snipers.
www.time.com /time/digital/digital50/10.html   (321 words)

 IGN: GDC 2004: John Carmack Talks Game Development
He said his predictions had been good, but it sounded like he was grateful rather than proud--that others might not have guessed so well, and that he might not be able to make another set of predictions with such accuracy, given the wildly dynamic nature of the industry and its rapidly advancing technology.
Carmack was very set on games as entertainment, citing value to the gamer as his primary motivation and what he believed should be the industry's primary motivation.
While no one asked Carmack what he thought of Microsoft's XNA initiative, they did ask what he thought of the consoles currently under development, particularly developing on their rather unique hardware (multiple CPUs and graphics processors).
pc.ign.com /articles/502/502167p1.html   (709 words)

 GameSpy.com - Interview: John Carmack
John Carmack: As a part of id Software, the distinctive feel of a first-person shooter may be the broadest accomplishment.
John Carmack: In the next five years, all of the flexibility issues should be worked out of hardware acceleration, so we really should be doing renderman-like content creation without the hard limitations that we live with today.
With all the training currently tied up in it, I don't expect the basic modeling actions to be changing fundamentally, but there may be some radically different rendering models that use that data.
archive.gamespy.com /interviews/april01/carmack   (489 words)

 John Carmack on Mobile Development - GameDev.Net Discussion Forums   (Site not responding. Last check: 2007-10-21)
Almost a hobby project, DoomRPG presented Carmack with the perfect opportunity to do just that, and at the end of last year mobile phone gamers were presented with the first all-new id mobile game.
John Carmack:[/b] Probably not more RPGs based on id titles, but there is another mobile genre-swapping idea that we may be pursuing based on Quake 3 Arena.
John Carmack: I have been harping on about the evolutionary benefits you get with short development cycles, and our second mobile game will be a clear example of this.
www.gamedev.net /community/forums/topic.asp?topic_id=374349   (987 words)

 IGN: E3 2006: John Carmack on Cell
At E3, where I was able to sit for a spell with Carmack, people were noticing a definite decrease in the number of titles on the show floor.
But for his second mobile game, Carmack is mining his past as a Dungeons & Dragons fan, where he was a highly sought-after DM, known for his thoughtful adventures.
Carmack has always wanted to indulge his fantasy bug, and Orcs & Elves -- which is noted as the first original intellectual property to come from id since the original Quake ten years ago -- allowed him to revisit old ideas.
wireless.ign.com /articles/709/709305p1.html   (807 words)

 John Carmack Interview
John Carmack is a man who almost needs no introduction - a founder of id software, the company that invented the first person shooter and single handedly revolutionized what PC action gaming means.
John: Just yesterday we were out at Apple, and Anna was playing one of the Apple guys - she was kicking his ass.
John: Yeah in a lot of waysÂ…I looked back and I was an arrogant little jerk when I was a teenager.
www.firingsquad.com /features/carmack   (937 words)

 John Carmack Speaks on Doom 3 - PC News at GameSpot
Posted May 14, 2003 6:31 pm PT id Software programmer John Carmack gave a fairly lengthy QandA session in a private room at E3 today, and we sat in to see what the famous mind behind Doom and Quake had to say.
Carmack's talk focused mostly on matters of technical interest, though he did let a few new details slip about id's current project, Doom 3.
When asked how long the game would be, Carmack wouldn't commit to a specific length but said that he favors the recent trend in the game industry toward shorter games with richer, deeper content packed into the duration.
www.gamespot.com /pc/action/doom3/news_6027989.html   (674 words)

 CNN.com - Armadillo, Romanians join $10 million space race - Oct. 17, 2002
John Carmack is admittedly on a quixotic quest, but the Id Software co-founder and computer coding genius has the funds to back it up.
The brains behind such legendary PC games as Doom and Quake, he has fixed his sights on the X-Prize, a $10 million bounty promised to the first amateur team that builds and flies a manned craft into space.
For fun, Carmack used to modify twin turbo-charged Italian sports cars, until he had a Eureka moment.
archives.cnn.com /2002/TECH/space/10/17/xprize.contest   (880 words)

 Game almost over for Doom creator? - Sep. 9, 2004
"John is one of the leading minds in the graphics industry," said Dan Vivoli, senior vice president of marketing for graphic chip maker nVidia (NVDA: Research, Estimates).
As the leader of Armadillo Aerospace, Carmack has been involved in the chase for the X-Prize, a $10 million bounty promised to the first amateur team that builds and flies a manned craft into space.
But it's as much an intellectual journey for Carmack as it is a financial one.
money.cnn.com /2004/09/08/commentary/game_over/column_gaming   (974 words)

 Doom and rocket science - Aug. 22, 2003
NEW YORK (CNN/Money) - John Carmack is widely viewed as the most brilliant mind and one of the most influential developers in the gaming industry today.
Carmack's talents lie in being able to visualize where technology will be when the game comes out.
Carmack leads Armadillo Aerospace, a group that has been quietly researching rockets for three years now.
money.cnn.com /2003/08/21/commentary/game_over/column_gaming   (947 words)

 GameDaily BIZ: John Carmack's "Sneaky Little Plan"
John Carmack, co-founder of id Software (Doom, Quake, Wolfenstein, etc.) and one of the true programming geniuses of our day, over the last year or so has taken a real interest in mobile gaming.
His Doom RPG last year was one of the more successful titles in a market that some analysts say is stagnating, and it served to raise awareness for mobile gaming.
Carmack said that cell phones, primarily because of the lower cost of development, could be a fantastic way to introduce a new franchise.
biz.gamedaily.com /industry/feature/?id=12727   (603 words)

 John Carmack Interview » PopCultureShock   (Site not responding. Last check: 2007-10-21)
John Carmack is one of the videogaming industry's elite icons.
If you want to know why he prefers the Xbox 360 to the PS3, what id's next projects are, what he thinks of the next generation of mobile graphics and more then read on as one of the greatest minds in videogames speaks.
John Carmack: The BREW version pretty much did everything I wanted, and I was very happy with the results.
www.buzzscope.com /features.php?id=1248   (1089 words)

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