Chapter
Clips
The early game design was focused on removing limitations to enhance player experience, especially due to hardware limitations.
1:50:29 - 1:52:20 (01:50)
Summary
The early game design was focused on removing limitations to enhance player experience, especially due to hardware limitations. Designers looked for ways to build games that delivered a compelling experience with low latency and factors that hardware could handle.
ChapterMaking Video Game Advancements
Episode#309 – John Carmack: Doom, Quake, VR, AGI, Programming, Video Games, and Rockets
PodcastLex Fridman Podcast
The speaker discusses the early days of creating scrolling effects for video games, using hardware abilities to shift memory windows and working around limited color options to create visually engaging experiences.
1:52:20 - 1:54:00 (01:40)
Summary
The speaker discusses the early days of creating scrolling effects for video games, using hardware abilities to shift memory windows and working around limited color options to create visually engaging experiences.
ChapterMaking Video Game Advancements
Episode#309 – John Carmack: Doom, Quake, VR, AGI, Programming, Video Games, and Rockets
PodcastLex Fridman Podcast
The discussion covers the origins of adaptive tile refresh scrolling, which is a method used to optimize scrolling in video games.
1:54:00 - 1:56:43 (02:42)
Summary
The discussion covers the origins of adaptive tile refresh scrolling, which is a method used to optimize scrolling in video games. It was a design challenge to avoid the worst case where every single tile changes, causing redraws and lower frame rates.
ChapterMaking Video Game Advancements
Episode#309 – John Carmack: Doom, Quake, VR, AGI, Programming, Video Games, and Rockets
PodcastLex Fridman Podcast
The speaker shares an experience of starting a game company and discusses the concept of shareware games.
1:56:43 - 2:00:30 (03:47)
Summary
The speaker shares an experience of starting a game company and discusses the concept of shareware games.