Short bio: Computer Scientist, FOSS supporter (read more)
Tux Machines (TM)-specific
John Carmack needs no introduction - since 1991 he's been the main engine development guy for id Software. Shortly after his 40th birthday, we caught up with the tru engineer for a quick 8-question Q&A.
> Do you have a target performance level or specific platform in mind when you begin planning your engines?
For this generation, we picked the 360 / PS3 as the target platform, knowing that the PC platform would be well past that performance level when we were done. I am thinking about the next generation now, which is rather difficult because we don’t know much about what is being considered for future consoles. I may just try to see what I can do with a state of the art PC platform in research mode.
> What’s been the most challenging aspect of building the id Tech 5 engine?
The enormous virtual textures have been challenging for both the workflow and runtime code, but that was the core bet that we made for the project.