Chapter
Clips
The podcast discusses the evolution of video game design, from early arcade games like Battle Zone and Star Wars to the creation of 3D worlds and action-based gameplay.
2:22:04 - 2:24:06 (02:01)
Summary
The podcast discusses the evolution of video game design, from early arcade games like Battle Zone and Star Wars to the creation of 3D worlds and action-based gameplay. The hosts contrast the early design philosophy of simulating reality to the later emphasis on fast-paced, exciting gameplay.
ChapterThe Technical Innovations Behind Wolfenstein
Episode#309 – John Carmack: Doom, Quake, VR, AGI, Programming, Video Games, and Rockets
PodcastLex Fridman Podcast
The game designer of Catacombs 3D speaks about the challenges of game development within the constraints of deadlines and limited resources.
2:24:06 - 2:26:10 (02:04)
Summary
The game designer of Catacombs 3D speaks about the challenges of game development within the constraints of deadlines and limited resources.
ChapterThe Technical Innovations Behind Wolfenstein
Episode#309 – John Carmack: Doom, Quake, VR, AGI, Programming, Video Games, and Rockets
PodcastLex Fridman Podcast
John Carmack, creator of Wolfenstein, talks about the technical challenges he faced while creating the game, including implementing a ray casting approach and figuring out how to texture map the walls.
2:26:10 - 2:28:20 (02:10)
Summary
John Carmack, creator of Wolfenstein, talks about the technical challenges he faced while creating the game, including implementing a ray casting approach and figuring out how to texture map the walls.
ChapterThe Technical Innovations Behind Wolfenstein
Episode#309 – John Carmack: Doom, Quake, VR, AGI, Programming, Video Games, and Rockets
PodcastLex Fridman Podcast
The podcast discusses two key aspects in game development, ray casting and compiled scalars.
2:28:20 - 2:31:27 (03:06)
Summary
The podcast discusses two key aspects in game development, ray casting and compiled scalars. Ray casting involves casting a virtual ray onto a 2D plane while compiled scalars, also known as stretching or scaling, involves taking a picture and stretching or scaling it to draw it in a game.