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john carmack的名言

时间:2019-05-26 18:56

如何看待John Carmack选择Racket作为VR脚本语言

第一 卡玛克并非研发基于脚本语言的图像引擎第二 卡玛克用脚本开发GUI,这种做法并不新奇第三 基于脚本的图像引擎不是开发出来的,而是从现有引擎移植过来的,这是比较通常的做法第四 以目前的硬件计算性能,没有人会在对实时性要求高的应用中用基于脚本的引擎来开发第五 所以卡玛克只用来开发GUI,完全合理第六 卡玛克这样做的好处是,提高迭代效率,所以脚本中的一种tcl\\\/tk拿过图灵

关于约翰.卡马克(John Carmack)

IntroductionThe Man Behind the PhenomenonJohn Carmack is a man who almost needs no introduction - a founder of id software, the company that invented the first person shooter and single handedly revolutionized what PC action gaming means. From Commander Keen to Doom to Quake, Carmack\\\/id's games have captivated millions of bleary eyed gamers into spending hours on end at the computer, blasting away at their on screen opponents. Late last December, Firingsquad and Gamers.com had the unique opportunity to conduct a lengthy face to face interview with John Carmack. We took the opportunity to find out more about John the man as opposed to John the programmer. We also asked John about his and id's plans for the future as well as his take on the gaming industry and where it might be headed. Questions are in bold; John's responses are in plain text. Firingsquad: So how old are you? John: 29 FS: Do you think that being married will detract from your programming? John: No, I wouldn't be getting married if I thought that. FS: So what's a typical date between you and Anna [Kang]? John: Lately we've been building some model rockets. I did an interview one time and someone asked me about my teenage years, and I mentioned rockets and bombs and stuff like that. And I was thinking, you know, that was kind of fun, I liked that. Of course nowadays you can just go on the internet and say I want one of these and one of these and one of these. They now have powerful rockets that we never had back when I was doing it - these high powered rockets with something like 2000 Newton\\\/seconds of thrust! FS: Do you and Anna ever 1on1 deathmatch? John: Just yesterday we were out at Apple, and Anna was playing one of the Apple guys - she was kicking his ass. I was in a meeting with some other people, so they were playing for a while, and she was just waling on him. But then when I finished that meeting, they snuck me into that guy's room and they sat me down and I came back to a narrow victory. I expected to hear her cursing from the other side of the building. She still thought it was the other guy magically acquiring skills at the end of the game! FS: I've read some earlier interviews where you said you were into bombs and stuff. You were a miscreant kid, right? John: Yeah in a lot of ways匢 looked back and I was an arrogant little jerk when I was a teenager. I matured over the years and when I look back now, I don't think THAT highly of myself as a teenager. I mean, I was really smart, I was already programming computers in a lot of ways. But I was amoral at many times. FS: What would you say if you were giving advice to people who have kids like you in their school? John: Well I already knew exactly what I wanted to be doing. I wanted to be programming, and I knew this even when I was around 12. I knew that that's what I wanted to be doing and I had these clear ideas of what I wanted to get. You can't just say the world owes me whatever I want to get. But there are times when some things are necessary to help a kid along. My parents never really understood that about me, so I never got the computers I wanted and needed. I held that against my mother for like a decade, but we're all past that now It was frustrating because I clearly knew what I wanted to be doing but it wasn't available to me at the time. It was always: if you want to do computers you need to go to MIT then you go work at a corporation as an engineer and follow the path. But I dropped out of college, and started my own company. My brother followed a more conventional path. He got a degree and became a stock broker and that's what my mother expected that you're supposed to do. And he's doing OK for himself, but there's nothing like a few Ferarris to rub your parents face in. I can say that everything's fine with my mother at this point in my life. We can talk about these things, look back and she recognizes that she was kinda wrong, but what good does that do? She's not raising another child or anything.

什么是MODDER?

MODDER就是做MOD的人。

什么是“Mod”

它都包含了什么内容

可以“制作”游戏的话为什么只是被动地去玩呢

这正是创作游戏修改版本(Modifications,简称Mods)的动力之源。

这个日益流行的活动吸引了许多高明的电脑游戏玩家参与,他们希望用自己喜爱的游戏创造出全新的体验。

本文探讨的不仅仅是新的地图或着皮肤纹理,Mods通常并非简单地增加新的关卡或者图形,而是对游戏性本身做出了重要的改变(即“整体的改变”),而且还会加入新的角色、武器和故事情节。

你需要使用原来的游戏来创作(当然,还有玩)一个Mod。

制作完成的Mods作品常常通过Internet发布给其他的爱好者。

Mod的起源与兴起Mod的狂热时期最早可以追溯到20世纪80年代初,当时一个聪明的爱好者对Apple IIe的经典名作《德军总部》(Castle Wolfenstein)进行了少许调整,并最终制作出了“Castle Smurfenstein”。

但游戏Mods文化是在10年之后3D射击游戏兴盛的时候才真正得到普及的,这要归功于id Software令世人为之震惊的杰作—《毁灭战士》(Doom)。

实际上,当《雷神之锤》(Quake)于1996年面世的时候,id Software公司著名的程序员John Carmack就早已在社区中发现了玩家修改他的游戏的愿望,因此他为Quake玩家提供了更便于创作Mods的编辑工具。

Dave “Zoid” Kirsch的ThreeWave和Robin Walker、John Cook的Team Fortress是Quake早期最著名的Mods。

最初只是Half-Life的一个Mod,现在CS已经成为最流行的联机电脑游戏之一。

“为了创作一个Mod,你需要一个允许扩充和修改的引擎,id Software公司的John Carmack是这方面的先驱,”Gabe Newell说。

他是Half-Life开发公司Valve Software的创始人和常务董事。

Valve制作的Half-Life或许是迄今以来受到最多修改的3D射击游戏。

实际上,Minh “Gooseman” Le和世界各地其他Half-Life狂热修改作者合作的成果—《反恐精英》(Counter-Strike)是以爱好者为基础的Mod如何变成数百万玩家参与的国际现象的一个典型案例。

为了支持自己的爱好者,Valve制作了一个75MB大的Half-Life软件开发工具包(SDK)放在公司网站上免费提供下载;这个SDK包含了原代码、工具和帮助开发人员了解如何使用引擎的详尽文档。

“即便你没有制作一个Mod的计划,浏览这个SDK也是非常有趣的,从中可以了解游戏制作者如何实现一个游戏。

”Newell说。

一个优秀Mod开发人员的工作成果是不可能被人们忽略的—Valve最初的员工中有许多来自Mod制作社区,比如Robin Walker、John Cook、Dave Riller、John Guthrie、Steve Bond和Dario Casali;Le现在也成为了Valve的一员。

“我们对Mod世界的动向一直保持着密切的关注,那里对于才华洋溢的游戏开发人员来说是一个出色的试验场,”Newell说,“本质上,Mod开发已经成为了职业游戏开发社区的3A级成员。

”Newell一边说一边移动着手中的鼠标,Valve从1999年就开始举行每年一度的Half-Life Mod Expo来展示新的游戏修改版本。

但现在被修改的游戏并不只是3D射击作品—爱好者们正在修改角色扮演游戏、策略游戏和模拟游戏,以便创造出新的单人和多人体验。

毕竟,一个Mod可以相当地延伸游戏的生命力,因此开发公司和发行公司欢迎Mod社区的努力并不是什么奇怪的事情。

例如,为了玩Bethesda的《晨风》、Electronic Arts的《自由力量》和Blizzard的《魔兽争霸3》等新游戏的Mods,许多人闲暇的大量时间都是在室内度过的。

蝴蝶效应一共多少部

一共3部蝴蝶效应1是一部由埃里克·布雷斯J·麦凯伊·格鲁伯执导,顿·库彻、艾米·斯马特、·帕特里克·阿梅多利、杰斯·詹姆斯等主演的科幻、惊悚电影,于2004年1月23日在美国正式上映。

电影讲述伊万(艾什顿·库奇 饰)在小时候经历了一系列糟糕的事情,损坏了他原本完美的人生。

在童年可怕记忆的折磨下,伊万请求心理医生的帮助,医生鼓励他把发生的事情一件件详细记下来,但是事情变得越来越糟糕。

蝴蝶效应2是一部由约翰·R·莱昂耐迪执导,麦克尔·D·维斯编剧,克·里夫利、埃莉卡·杜兰斯等人主演的惊悚电影。

该片讲述了尼克与好友们一起在郊外为女友茱莉庆祝生日,但是在返回的路上发生了车祸,茱莉不幸重伤身亡,尼克悲痛万分。

很快一年过去了,有一天尼克发现自己可以通过看老照片的方法重返过去的故事。

该片于2006年10月10日在美国上映。

蝴蝶效应3:启示是由塞斯·格罗斯曼执导,克里斯·卡马克、蕾切尔·敏纳等主演的一部影片。

该影片讲述了 主人公山姆(克里斯·卡马克Chris Carmack 饰)一次次的穿越让时间线索变得面目全非,本该死的人活着,本该清白的人却背上的罪名,唯一不变的,是所有亲近他的女性都会惨遭杀害。

怎样看待John Carmack对于C++和C的评价

IMO, good C++ code is better than good C code, but bad C++ can be much, much worse than bad C code.这句吗?我怎么解释呢?C++有很好的特性,用得好了,表现远比C优异,比如,C++中类这个概念,很适合来描述现实世界.如果用得不好,造成的后果的也是远比C严重的,

demo version什么意思

demo version演示版双语例句1Even if your pre-load is only a demo version, conversion rates are high.即使你预装的只是一个应用样本,后面的付费转化率也会很高。

2Carmack would eventually use the prototype to demo a version of Doom 3 at the Electronic Entertainment Expo, or E3 Game Conference, giving the device an audience who marveled at the device 's wide viewing angles.最后,在E3电子娱乐展(Electronic Entertainment Expo)上用原型机演示了,设备宽阔的视角令观众们惊叹不已。

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