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The Early Days of id Software

The Early Days of id Software on HackerTube: recommended by 1 Hacker News commenter across 1 month, 2017–2023.

John Romero's 2016 GDC Europe talk recounts the early days of id Software and the programming principles behind Doom and Quake, including fast iteration and keeping the game bootable.

Why Hacker News recommends it

Strongly recommended as an inspiring hour on how id worked, often linked in programming-practice threads.

people recommended it
1
separate months
1
strong recommendations
1
discussed on HN
2017–2023
“the rest of the talk is very inspiring - so listen to the hour-long video”
— hyperpallium, Feb 2017, in “Id Software Programming Principles”

What HN commenters said

4 Hacker News comments link this video. Each one links back to its thread.

hyperpalliumFeb 2017Strongly recommends

This is first class post-hoc bullshit. They weren't making prototypes or reusing code, they sure as hell weren't composing high-sounding principles. They just got on with it because they were talented experienced and motivated. For that reason, the rest of the talk is very inspiring - so listen to the hour-long video (half talk, half questions), and not the article which only has the post-hoc bits. ▶ this video

in “Id Software Programming Principles” · View on HN

tcmbDec 2023Cites it

It's also worthwhile to remember where the team honed their craft, as was also mentioned in this session: The early id team worked for a publisher called Softdisk that provided a game subscription where customers received a new game every month. This was basically a way to iterate on the practice and process of game development in one month cycles. The shareware relase of Doom had four months of development, which sounds crazy short by today's standards, but for them it was unusual to have so much time. There's several talks on Youtube by John Romero where he tells the story of the early id software, e.g. ▶ this video

in “John Carmack and John Romero reunited to talk DOOM on its 30th Anniversary” · View on HN

kudokatzNov 2022Cites it

> As I've became more experienced what impresses me is how iD was able to crank out so much software so quickly > usually have multiple dead-ends where it isn't until after I've tried using a technique with real data that I realize it has weaknesses the researchers didn't point out and which can't easily be fixed If you listen to John Romero himself telling the story of id and the fast iteration, it was "due to having, basically, 10 years of intense game development experience prior": ▶ this video ("it's also due to the first principle we had - no prototypes") A theme I tend to see is that a lot of folks with super output appear to others like icebergs - a LOT of effort that nobody can see, and a tiny peak at which everyone marvels.

in “The genius of binary space partitioning in Doom (2019)” · View on HN

tvararuMar 2017Cites it

John Romero learned this in his early days at ID Software: it's crucial that you can still boot the game even when things are missing, but make them very apparent. Source: somewhere in this video ▶ this video

in “Linting HTML using CSS” · View on HN

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