id_notes/John C/1998-03-21_1998-03-26
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Welcome to id Software's Finger Service V1.4!
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
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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
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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.