"The Early Days of id Software: Programming Principles" by John Romero (Strange Loop 2022)

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Strange Loop Conference

Strange Loop Conference

Күн бұрын

Пікірлер: 118
@Hobbitstomper
@Hobbitstomper 2 жыл бұрын
Developing 13 games in a year, porting Wolfenstein in 3 weeks to the SNES, those time frames are insane. Nowadays a meeting can take longer than 3 weeks...
@jesustyronechrist2330
@jesustyronechrist2330 2 жыл бұрын
TBF, games back then were exponentially more simple than nowadays. At surface level, a modern 2D pixelart platformer might look like it could run on an NES, but in reality, there's bunch more stuff happening under the hood, a lot more complex scripting and things to keep track of. Bad optimization? Sure, who cares, nobody's playing Shovel Knight on an NES anyways... Or are they?!?! It still is very impressive.
@madams4606
@madams4606 2 жыл бұрын
​@@jesustyronechrist2330​I heard Mario 1 took 10 months
@teckyify
@teckyify Жыл бұрын
@@jesustyronechrist2330 well, yes and no. When you're doing everything the first time that's a whole different complication. Design-wise and technology-wise.
@AstronautDown
@AstronautDown Жыл бұрын
Just a huge thank you to the person who asked the DnD question.
@DramaticalyEffective
@DramaticalyEffective 2 жыл бұрын
I am completely addicted to the story of ID. I don’t really know why. It’s just so inspiring. I listen to Masters Of Doom at least once a year.
@brunodantasm
@brunodantasm 2 жыл бұрын
I would say early Id may be the most inspiring game company due to being only a few charismatic people plus their amount of dedication, productivity & innovation. Definitely check out the recent (5-hour long!) Lex Fridman podcast with John Carmack as well.
@marbasfpv4639
@marbasfpv4639 Жыл бұрын
I love masters of doom! and Hackers, heroes of the computer revolution. Now Mr.Romero has released his autobiography "Doomguy" and its as good as masters of doom. Its great to read/listen to his own version.
@kirillholt2329
@kirillholt2329 Жыл бұрын
same...and I don't even like doom all that much (I do like quake though) just the whole 90's dev era radiates crazy inspiring energy
@anthonyobryan3485
@anthonyobryan3485 2 жыл бұрын
That was the fastest 1.25 hours I've ever spent listening to a lecture. I was engrossed the entire time.
@RewdanSprites
@RewdanSprites 2 жыл бұрын
No matter how many time I hear the story I always show up to hear it again. I even have the book! (There's a new one coming out next year apparently!). Rock on John, rock on.
@deusprogrammer_thekingofspace
@deusprogrammer_thekingofspace 2 жыл бұрын
Masters of Doom? That's my favorite book. I listen to it on Audible while I work now-a-days. It inspires me to keep going.
@paulk314
@paulk314 2 жыл бұрын
A new book coming out? What's the name?
@AlexanderBalchev
@AlexanderBalchev 2 жыл бұрын
@@paulk314 DOOM Guy: Life in First Person
@nateypoo
@nateypoo 2 жыл бұрын
Listening to John Romero talk about the history of id software is like listening to the grandpa I never had tell me bedtime war stories!
@ovinophile
@ovinophile 2 жыл бұрын
That answer to the D&D campaign question was so good. Depending on who you are, hearing it could be either terrifying or amazing.
@TaranovskiAlex
@TaranovskiAlex 2 жыл бұрын
It is always interesting to listen to John's Romero wisdom
@ReleeSquirrel
@ReleeSquirrel 2 жыл бұрын
Well that was exceptionally fantastic. Thanks for hosting and publishing that! Thanks to John Romero, too. Even though I'm a gamedev and often watch stuff like this to glean gamedev wisdom, I think my favorite part was hearing about John Carmack's D&D game.
@jberg5441
@jberg5441 2 жыл бұрын
This is the most complete story I've found so far. Excellent talk
@brunodantasm
@brunodantasm 2 жыл бұрын
Definitely check out the recent (5-hour long!) Lex Fridman podcast with John Carmack as well.
@qwertyman1511
@qwertyman1511 2 жыл бұрын
just like the development style, the presentation was quick and concise, leaving room for other things.
@oopus4
@oopus4 2 жыл бұрын
I could listen to Romero talk for hours
@GuyRutter
@GuyRutter 2 жыл бұрын
What a joy listening to John. Reflecting on my own life in software through the same eras and of course the awesome nostalgia of playing Doom and Quake. Carrying our whole system (with CRT) around to friends houses to deathmatch.
@_Hawk78_
@_Hawk78_ 2 жыл бұрын
Id Soft made the best games I grew up with. Thanks so much for it! 🕹👍😀
@rcherrycoke7322
@rcherrycoke7322 4 ай бұрын
What a brilliant talk - honestly i wish it were longer
@proosee
@proosee Жыл бұрын
I think the most influential bug that became a feature was strafe jumping/bunny hopping in Quake, the fact that it is quite essential in some games to this day says a lot.
@amonynous9041
@amonynous9041 2 жыл бұрын
I'll never forget the amazement when I first saw Doom on my friends computer as a kid.
@MrOnlineCoder
@MrOnlineCoder 4 ай бұрын
Amazing speech, watched it in one breath with a smile on my face
@youreale
@youreale 2 жыл бұрын
The legend. Hats off.
@AppliedCryogenics
@AppliedCryogenics 2 жыл бұрын
I was in high school for WOLF3D, college for DOOM, and at my first tech job for QUAKE3D. I
@metamedian
@metamedian 2 жыл бұрын
So much insight to the art of making games! Thank you, John!
@johnmendon18
@johnmendon18 2 жыл бұрын
As a kid who grew up on Doom IN Shreveport its funny to hear about id working off of Lakeshore Dr only a few miles from my childhood home.
@TheMrMxyspptlk
@TheMrMxyspptlk 2 жыл бұрын
Thanks for this amazing journey through your creative minds
@Swagbastian
@Swagbastian 2 жыл бұрын
I love how he just says that they did some insane, groundbreaking stuff that most of us could only dream of doing, so casually.
@geshtu1760
@geshtu1760 2 жыл бұрын
Awesome talk! Every aspiring indie game dev should watch this
@JohnDlugosz
@JohnDlugosz 2 жыл бұрын
17:00 Develop on a system that's superior to your target. I can relate to that. In the early 90's I took over the group developing the software for an industrial machine that used a '286 motherboard. The development machines were PCs built around this same board, because my predecessor wanted the development system to match the target system. It had a detrimental effect on the code, big time. The developers were loathe to change a header, because of the long compilation times. So instead of fixing or updating a core data structure, they would come up with crazy work-arounds that could be done in one CPP file. I came in with my personal '486SX budget machine, and quickly slashed through some of these outstanding issues, rebuilding clean in the time they took to incrementally make. As for needing the same hardware, that applied to the installed cards not the base PC, and targeting the 286 for generated code, and having a "slow clock" or "de-Turbo" mode for testing.
@achtsekundenfurz7876
@achtsekundenfurz7876 2 жыл бұрын
Can confirm. Develop on good machines (with an OS that doesn't freeze after a bad pointer), and TEST on at least one baseline system.
@vectar
@vectar 2 жыл бұрын
This was awesome! Thanks to all involved. 🤩
@Average-Lizard
@Average-Lizard Жыл бұрын
These talks are awesome. Amazing people doing amazing things. Such a great story and always interesting to hear these guys share. Now just to form a small team of multiple. exceptional, passionate, respectful geniuses and give them full ownership of their work. It’s easy!
@aldunlop4622
@aldunlop4622 11 ай бұрын
Nobody ever really seems to talk about Heretic or Hexen anymore, but even though I loved Doom, I preferred Heretic because I was more of a fantasy nerd than action in those days. I readd Lord of the Rings in the 70s and right after that D&D became huge. Then Quake 2 came out and I was a bit older, and into rock music and the music in Quake 2 blew my mind. I used to play in the living room with all the lights off and had my PC plugged into my sound system and it was insane. John & Co, you made this Gen Xer a happy man to this day. Thanks.
@colinmaharaj
@colinmaharaj 2 жыл бұрын
53 and still at it, C++, making useful things.
@BryceMiller
@BryceMiller 2 жыл бұрын
Fun DnD story at 44:20
@hpbecraft
@hpbecraft 2 жыл бұрын
highlight of the talk.
@JulianMakes
@JulianMakes 2 жыл бұрын
Incredible person what a great time and place to work they had!
@lerneninverschiedenenforme7513
@lerneninverschiedenenforme7513 2 жыл бұрын
Awesome talk! Thank you so much for talking, filming und uploading!
@Novous
@Novous 2 жыл бұрын
IIRC, Death Rally, and Tyrian, were both successful 90's shareware/DOS games that started from demoscene groups. There's probably a ton more. There were a lot of Finnish DOS indie games with stellar soundtracks in the 90's.
@human_devops
@human_devops 2 жыл бұрын
Brillliant talk! I felt a slight contradiction in that slide about "writing your code for this game" and how all code was written afresh and then later admitting that engine code and elements were reused because they weren't going to get any better. I can imagine that from one perspective the game is new but the engine(s) are always improving.
@mdrakic
@mdrakic 11 ай бұрын
Amazing video, superb insight. Moral of the story: Talk to each other!
@pacesferry
@pacesferry 2 жыл бұрын
12:28 Keep looking at your functions and figure out how you can simplify further.
@murphy7801
@murphy7801 2 жыл бұрын
Reminds me when your young you have so much energy. Such an interesting insight.
@DJ-Illuminate
@DJ-Illuminate 2 жыл бұрын
I was doing web design in Madison in 1991. Only 5 servers for the web existed at the time and Madison had one. I found one of Wolfenstein shareware on our server.
@stephenbroderick7002
@stephenbroderick7002 2 жыл бұрын
That was amazing. It never gets boring hearing about that time and what they did.
@impheris
@impheris 2 жыл бұрын
is always fun to hear about the early days of game dev
@JohlBrown
@JohlBrown 2 жыл бұрын
tom hall's press shot is legendary (but also john's)
@TusharDeb
@TusharDeb Жыл бұрын
Great story and great advices!!
@-taz-
@-taz- 2 жыл бұрын
I always wondered how or why IBM put the scroll registers into the CGA, EGA, and VGA designs. I can remember when people sort of discovered it, and started using it. It was in "trainers" and demos. But why was it even there??? What was the intent? I don't think it was for game programming. And even then, it was just barely even usable. (I sure had a rough time, being a senior in high school, just starting to learn Pascal, ASM, and C/C++.)
@halgari
@halgari 2 жыл бұрын
So fun side-notes about all of that. The old video adapters had these scroll registers as you mentioned, and if you could configure the memory in such a way, you could draw to one part of video memory while displaying another. Once you were done drawing you could flip the "viewport" register to the other area and start drawing where you were just displaying. This double buffering allowed for flicker-free graphics. The problem was that no standard video mode was setup in a way that allowed for two screens of 8-bit color to fit in video memory at once. You heard Romero mention Michael Abrash. Abrash's discovery was that with a bit of mucking with VGA registers you could kick the cards into a undocumented "unchained mode" allowing for 8-bits of color on a 320x240 display, meaning we could finally get much richer color with double buffering. In addition, there was just enough video memory left around that these two buffers could have a border around them of extra tiles allowing for smooth panning around the screen.
@NostraDavid2
@NostraDavid2 2 жыл бұрын
@@halgari Is that how they got 1024 colros on a 4bit-color IBM with the 8088 MPH demo?kzbin.info/www/bejne/r3m7qWalp7Nma7s
@perplexedmoth
@perplexedmoth 2 жыл бұрын
CGA was built on top of HD6845 (extremely common CRT controller chip in 80s), which has scroll registers for obviously scrolling the character display fast, and not having to copy the whole buffer.
@silverquick32
@silverquick32 2 жыл бұрын
The PHP on the screen at 28:40 seems highly out of place... :D
@quakecon2009
@quakecon2009 2 жыл бұрын
I'm going to have to watch it again...
@killaken2000
@killaken2000 2 жыл бұрын
20:03 does anyone know what the bug was?
@vembdev
@vembdev Ай бұрын
great talk
@tizianschmidlin5411
@tizianschmidlin5411 2 жыл бұрын
I haven't fully watched it yet, this is mainly a note to myself to check if John tells what the bug that they had in the game since day one was and how they fixed it. Edit: 30:56 is the timestamp where this is answered. Thanks, me. You're welcome!
@ayoubdadda1380
@ayoubdadda1380 2 жыл бұрын
Awesome, great video!
@nickhuynh6321
@nickhuynh6321 2 жыл бұрын
Friendship is the biggest take-away...
@VikingBoyBilly
@VikingBoyBilly Жыл бұрын
"No prototypes. Just make the game. Polish as you go. Don't depend on polish happening later. Always maintain constantly shippable code." This was not the current age of the game industry.
@wolfgangfrost8043
@wolfgangfrost8043 Жыл бұрын
I do think it's funny that iD Software hired someone to do the SNES port of Wolf 3-D & got stiffed on it, then almost the exact same scenario played out when they contracted out Doom 1's networking code! Paid some guy who ran off with the money, they never got the networking code & ended up having to do it themselves.
@antopolskiy
@antopolskiy 2 жыл бұрын
can someone PLEASE name the games at 6:06 ??
@dieterkalt4281
@dieterkalt4281 2 жыл бұрын
this video should be double liked
@clooclvloolv2217
@clooclvloolv2217 2 жыл бұрын
It is
@Sharlenwar
@Sharlenwar 2 жыл бұрын
Damn, I miss the early days of where gaming was born from. I was too young to really experience it. I was a part of the console wars that happened with Atari, Sega, Nintendo, NeoGeo, Turbografix, etc.
@EnTransic
@EnTransic 2 жыл бұрын
Small company. Good friends. Do what you love to do. Embrace the grind. Success follows.
@ggzor
@ggzor 2 жыл бұрын
59:10 Wise Mystical Tree?
@neptronix
@neptronix 2 жыл бұрын
Great talk.. thanks so much :)
@CirclesandSounds
@CirclesandSounds 2 жыл бұрын
1:12:10 “Don’t you run from me, John!” - Decino 😂😝
@MrBlaygor
@MrBlaygor 2 жыл бұрын
30:46 for what 11th hour bug Carmack fixed on Doom launch day
@steelbrotherhoodof2359
@steelbrotherhoodof2359 2 жыл бұрын
there are more proccesing calculations happening. pre processing 1. real time data proccesing 2. and post proccesing 3. good luck. curious ones. :p then, single tasking 1.switching-multitasking aka turn based 2. real time aka, simultanious tasking operations. "all at once" 3.
@LunarLemonade
@LunarLemonade 2 жыл бұрын
I'd pay to read more about that D&D campaign.
@ggFDAggFDAcls
@ggFDAggFDAcls Жыл бұрын
@44:23 the Dungeons and Dragons campaign talk
@guilherme5094
@guilherme5094 2 жыл бұрын
So awesome👍👍!
@colinmaharaj
@colinmaharaj 2 жыл бұрын
12:35 just a few hours ago I was still simplifying my code.
@CarrotCakeMake
@CarrotCakeMake 2 жыл бұрын
Commander Keen 4 was so much fun. I wish someone had asked him if he had a favorite game of all the ones he worked on. Sounded like it might have been Doom.
@clooclvloolv2217
@clooclvloolv2217 2 жыл бұрын
Dangerous Dave II my first ever shooter
@weswoodell
@weswoodell Жыл бұрын
I got distracted for a moment then came back in the middle of his story about casting spells and talking to demons, and I'd missed the opening where he'd explained he was playing Dungeons and Dragons with his friends. I must say I was extremely confused for a minute there ... haha.
@AdrianBoyko
@AdrianBoyko 2 жыл бұрын
Where does Zoidphun fit into all this?
@tolkienfan1972
@tolkienfan1972 2 жыл бұрын
I like most of the core principles :-)
@killaken2000
@killaken2000 2 жыл бұрын
I'm looking forward to Sigil 2
@JohnDlugosz
@JohnDlugosz 2 жыл бұрын
I have a question about the SNES port of Wolfenstein-3D. You said you had to learn the hardware, convert assets, etc. But was there a practical C compiler that targeted the 65816? You didn't mention having to learn assembly language and work out performance tricks on same.
@jc_dogen
@jc_dogen 2 жыл бұрын
presumably knowing 6502 from the apple 2 helped a lot
@CaptainWumbo
@CaptainWumbo 2 жыл бұрын
good principles I wish more people saw the wisdom in. common sense not so common in big tech
@prashants5071
@prashants5071 Жыл бұрын
John Romero: Meanwhile Sandy Peterson: working at id software was like watching a nature documentary about a pack of hyenas devouring a carcass
@benaloney
@benaloney 2 жыл бұрын
"We had no source control..." 💀
@mrJety89
@mrJety89 2 жыл бұрын
Slordax was the first game I EVER played
@JonathanRossRogers
@JonathanRossRogers 2 жыл бұрын
55:36 TIL that time == Wolfenstein.
@JosifovGjorgi
@JosifovGjorgi 2 жыл бұрын
No TDD, no *DD, no Agile, no Waterfall, no latest tech buzz IdSoftware delivered 28 games in 5.5 years without version control system and just syncing between them. IdSoftware is mainly responsible for creating the gaming industry That is WOW, today with all the buzz, "latest" software process and it still hard to deliver good software. This talk will save you tone of money on "make a great software" consultants In summary: Sync with your co-workers, especially if you know that your code change can interrupt someone else work
@BartoszRybacki0
@BartoszRybacki0 2 жыл бұрын
My hypothesis: Most of the "processes" are created by observing the successful companies. But it is hard to observer core behaviors and core principles so what is left are some rituals.
@neptronix
@neptronix 2 жыл бұрын
The tighter and smaller the team, the less you need those time sucking processes.
@TheChannel1978
@TheChannel1978 2 жыл бұрын
@@neptronix Friends and personality match also helps. Without a good fit motivations of some members become a problem sooner or later.
@GodOfMacro
@GodOfMacro 2 жыл бұрын
working on something you are passionate about too
@peterfireflylund
@peterfireflylund 2 жыл бұрын
It was actually very agile.
@GPaulTheThrashKing
@GPaulTheThrashKing 2 жыл бұрын
Makes you want to start hacking on some games. I remember being in like kindergarden and playing Dangerous Dave off a floppy disc.
@eobet
@eobet 2 жыл бұрын
Interesting talk, but Wikipedia tells a completely different, not as rosy story on the Quake development… also, how do you go from multiple games per year to Daikatana? Seems the most interesting part was left untold…
@Marandal
@Marandal 2 жыл бұрын
Lovely interview with a vampire. always fun to listne to John
@JonathanRossRogers
@JonathanRossRogers 2 жыл бұрын
17:33 *nix FTW
@aloluk
@aloluk 2 жыл бұрын
So actually, he doesn't say write the entire game from scratch.
@DougDingus
@DougDingus 2 жыл бұрын
It is time for another "Time Warp" podcast John. Just saying.
@ropersonline
@ropersonline 2 жыл бұрын
33:33: Sounds like a constant continuous hackathon.
@moe85moe85
@moe85moe85 Жыл бұрын
Some of the smartest developers even today all together back then. That’s more than just luck
@danboid
@danboid 2 жыл бұрын
Sorry John but Keen didn't pioneer game engines. Just off the top of my head I can think of Gary Kitchen's Gamemaker (1985), SEUCK (1987), Freescape (as used in Driller, 1987 and several later games like Dark side, Castlemaster etc) and there were several other game engines before Keen arrived.
@aloluk
@aloluk 2 жыл бұрын
WTF, We still use hardware breakpoints in games dev now. On all platforms. On some its called a data breakpoint though.
@ernies8828
@ernies8828 Жыл бұрын
I played and owned EVERY game made by John Romero and John Carmack. Not one of their games had any bugs. Not one. This is a practice of work ethic that has often fallen to the way side in favor of greed, early access garbage, and lazy people! Every game designer needs to emulate their impeccable work ethic. It is a lie that you can not make games without bugs. A game not mentioned was called Blake Stone, which I thoughourly loved from Apogee. One last thing I will mention is that I have reservations concerning the occult. I would never outwardly engage in any type of magic, witchcraft, or satanism, and that includes D&D.
@steelbrotherhoodof2359
@steelbrotherhoodof2359 2 жыл бұрын
so, the buffer, a dedicated piece of ram. is limited. and filled with data, from multiple sources say software code and keyboard input and hard drive data. and empty with a clockcycle say X times a second. and then refilled. the data goes to the buffer. say, one by one, and the buffer (or cache) dispose that all together in go, too different things, like music and display.
@steelbrotherhoodof2359
@steelbrotherhoodof2359 2 жыл бұрын
and then the buffer memory is filled with a higher frequentie or fps then it is emptied. say i.e. 30 hertz per proccesed data stream. per 5 megabyte. per s3cond. and then emptied 1 once a second. buffer under run. ( no use the full buffer memory array. and purge it before it reach its limits. ) buffer limit is by the programmer Pre-designed. or Pre-fixed. in size.that along side the rest of the ram memory usage. thus, " in the meanwhile" or " in the lean time" and alsobhas its own clock freqeuncy. good explaination sir, romero.
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