Chapter
Clips
The hosts discuss how the experience of creating and developing various games on a bi-weekly or monthly basis was instrumental in building their skill set and contributed to their eventual success.
1:35:56 - 1:37:30 (01:34)
Summary
The hosts discuss how the experience of creating and developing various games on a bi-weekly or monthly basis was instrumental in building their skill set and contributed to their eventual success.
ChapterThe Origins of id Software
Episode#309 – John Carmack: Doom, Quake, VR, AGI, Programming, Video Games, and Rockets
PodcastLex Fridman Podcast
Scott Miller, of Apogee Software, reached out to John Romero through back channel fan mail and asked him to make shareware games, citing the success of his own shareware games and recognizing Romero's talent for creating games with great "game feel."
1:37:30 - 1:39:57 (02:26)
Summary
Scott Miller, of Apogee Software, reached out to John Romero through back channel fan mail and asked him to make shareware games, citing the success of his own shareware games and recognizing Romero's talent for creating games with great "game feel."
ChapterThe Origins of id Software
Episode#309 – John Carmack: Doom, Quake, VR, AGI, Programming, Video Games, and Rockets
PodcastLex Fridman Podcast
The speaker reflects on their experiences working with IBM and SoftDisk and the challenges of programming in the early days of computing, particularly for DOS and x86 systems.
1:39:57 - 1:46:22 (06:24)
Summary
The speaker reflects on their experiences working with IBM and SoftDisk and the challenges of programming in the early days of computing, particularly for DOS and x86 systems.
ChapterThe Origins of id Software
Episode#309 – John Carmack: Doom, Quake, VR, AGI, Programming, Video Games, and Rockets
PodcastLex Fridman Podcast
The early personal computer lacked the ability to have a massive scrambling world that is present in console video games making it a non-ideal platform for creating action exploration adventure games; however, some classic academic-oriented Pascals were also missing crucial features because they intended to use it for teaching students.
1:46:22 - 1:50:29 (04:07)
Summary
The early personal computer lacked the ability to have a massive scrambling world that is present in console video games making it a non-ideal platform for creating action exploration adventure games; however, some classic academic-oriented Pascals were also missing crucial features because they intended to use it for teaching students.