id Software's Usenet Group Posts Archive!

id_notes/John C/1998-03-21_1998-03-26



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Name: John Carmack


Email: johnc@idsoftware.com


Description: Programmer


Project: Quake 3


Last Updated: 03/26/1998 12:29:07 (Central Standard Time)


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3/26


----


I haven't even seen the "BeOS port of Quake". Stop emailing me about


aproving it. I told one of the Lion developers he could port it to


BeOS in his spare time, but I haven't seen any results from it.



--



There is a public discussion / compilation going on at openquake for


suggestions to improve technical aspects of quake 3:



http://www.openquake.org/q3suggest/



This is sooo much better than just dropping me an email when a thought


hits you. There are many, many thousands of you out there, and there


needs to be some filtering process so we can get the information


efficiently.



We will read and evaluate everything that makes it through the


discussion process. There are two possible reasons why features


don't make it into our games -- either we decide that the effort is


better spent elsewhere, or we just don't think about it. Sometimes the


great ideas are completely obvious when suggested, but were just missed.


That is what I most hope to see.



When the suggestions involve engineering tradeoffs and we have to


consider the implementation effort of a feature vs its benefits, the


best way to convince us to pursue it is to specify EXACTLY what benefits


would be gained by undertaking the work, and specifying a clean interface


to the feature from the file system data and the gamex86 code.



We hack where necessary, but I am much more willing to spend my time on


an elegant extension that has multiple uses, rather than adding api bulk


for specific features. Point out things that are clunky and inelegant


in the current implementation. Even if it doesn't make any user visible


difference, restructuring api for cleanliness is still a worthwhile goal.



We have our own ideas about game play features, so we may just disagree


with you. Even if you-and-all-your-friends are SURE that your


suggestions will make the game a ton better, we may not think it


fits with our overall direction. We aren't going to be all things to


all people, and we don't design by committee.




3/21 pt 2


---------


I haven't given up on rhapsody yet. I will certainly be experimenting


with the release version when it ships, but I have had a number of


discouraging things happen. Twice I was going to go do meetings at


apple with all relevent people, but the people setting it up would


get laid off before the meetings happened. Several times I would hear


encouraging rumors about various things, but they never panned out.


We had some biz discussions with apple about rhapsody, but they were


so incredibly cautious about targeting rhapsody for consumer apps at


the expense of macos that I doubted their resolve.



I WANT to help. Maybe post-E3 we can put something together.



The SGI/microsoft deal fucked up a lot of the 3D options. The codebase


that everyone was using to develop OpenGL ICDs is now owned by


microsoft, so it is unlikely any of them will ever be allowed to port


to rhapsody (or linux, or BeOS).



That is one of the things I stress over -- The Right Thing is clear,


but its not going to happen because of biz moves. It would be


great if ATI, which has video drivers for win, rhapsody, linux, and


BeOS, could run the same ICD on all those platforms.