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Doom origin story | John Carmack and Lex Fridman

August 6, 2022
by
Lex Clips
YouTube video player
Doom origin story | John Carmack and Lex Fridman

TL;DR

id Software co-founder John Carmack discusses the technical challenges and innovations in developing the game Doom, which pushed the boundaries of creative freedom in game design.

Transcript

what is the story of how you came to program doom what are some memorable technical challenges or innovations within that game so the path that we went after uh after wolfenstein got out and we were on this crazy arc where keen one through three more success than we thought keen four through six even more success wolfenstein even more success so we... Read More

Key Insights

  • 💨 Wolfenstein's success paved the way for the development of Doom, which offered a higher level of creative freedom and improved graphics fidelity.
  • 👾 The concept of complete design space in games like Doom allowed for unbounded creative ability, resulting in the creation of thousands of levels.
  • 👾 Binary space partitioning (BSP) trees played a significant role in the development of Doom, enabling efficient rendering and ordering of game elements.
  • 👾 Doom marked a shift towards openness in game development, with the introduction of user-created content and flexible game modification.
  • 😀 The technical challenges faced during the development of Doom, including epsilon problems and dealing with rational numbers in precise arithmetic.
  • 👾 Doom was not considered a fully 3D game, but rather a "two and a half D" game due to its limitations in building structures and the absence of full 3D movement.
  • 🥺 The success of Doom led to competition in the game development industry, with other studios using different technologies for 3D rendering.

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Summary & Key Takeaways

  • After the success of Wolfenstein, the id Software team embarked on creating Doom, which offered a higher level of creative freedom due to improved graphics fidelity and design capabilities.

  • The game engine used in Doom allowed for the creation of thousands of levels, expanding the creativity and possibilities for game designers.

  • Carmack introduced binary space partitioning (BSP) trees, a technology that enabled efficient rendering and ordering of game elements, contributing to the success of the game.


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