~/talk

The Early Days of id Software: Programming Principles

Talkat Strange Loop 2022 · 2022-09-22..09-24· [creative-coding]
slides:none on file

Chronicles concrete practices not platitudes: claims that constantly shippable code and “no prototypes” speed delivery; tools actually built (Ted tile editor, DoomEd, QuakeEd) and development on NeXT workstations; surprising throughput — 13 games in 1991, 28 games in 5.5 years by under ten people, shareware spikes (4,000 copies month one at $60); engines (Commander Keen, Wolfenstein 3D, Doom, Quake) that launched licensing and esports; bugs fixed pragmatically (timer wrap, Pentium FDIV noted) and features that stuck.

AI-written summary · about

  1. 0:00Start
  2. 4:20Slordax
  3. 5:07Super Mario Brothers 3 for Nintendo
  4. 6:08The Commander King Trilogy
  5. 13:33Tile Editor
  6. 14:11Wolfenstein 3d
  7. 16:23Core to Programming
  8. 16:48Ideas for Doom
  9. 19:05Doom
  10. 20:39Doom 2
  11. 24:09Strife
  12. 24:36The Ultimate Doom
  13. 25:31Encapsulate Functionality
  14. 27:52The Pentium F Div Bug
  15. 28:45Try To Code Transparently
  16. 30:47The Bug That Caused the Game To Freeze that You Fixed without Debugging
  17. 42:33How Did You Decide When To Hire Somebody
  18. 52:35Movement Gym
  19. 57:20Hiring Process
  20. 1:03:11Test Strategies
  21. 1:03:30Testing Strategies for Games
  22. 1:09:17Favorite Happy Accidents
  23. 1:11:04The Silent Bfg Trick
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