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![]() Years programming: 21 Last time he got carded: A month ago Where he works: CEO of Xtreme Games, LLC What he does: research, writes books Best known for: Books such as Tricks of the Game Programming Gurus, The Black Art of 3D Game Programming, and Windows Game Programming for Dummies. Where he is from: San Jose, CA |
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I want to make an artificial universe someday; this is like a way to do that and have fun -- and who else can afford to write books? :) Plus normal engineers and scientists are boring -- game people are a lot more fun. |
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Exactly. |
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I want to create the world's largest think tank of game programmers -- then get rid of all the lame greedy publishers and distributors and just make game programming fun and under control of the developers -- the biz people think that we are all incompetent biz wise -- I'm going to teach them a lesson :) |
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Continue getting more partner companies, continue developing technology and giving it to everyone then slowly getting more control over distribution to the point that all the other publishers can't compete with my business model. |
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I'm not sure, they don't really know what's happening, but I can tell you that there is something cool about helping a 15 year old get a game published and make enough money to pay for college -- this is the real win -- and he didn't have to deal without anybody that wasn't looking out for his best interest. |
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I can live with that :) |
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Same thing -- I would like the world to be like Star Trek where the smart people are on the top rather than the athletes or movie stars. I believe that teachers are the most important of all, but they get no respect...so I like taking the view that the future and complex things ARE fun not boring....there are a lot more interesting things, but people don't even know they exist... |
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I think that someday people will get tired of sales, tired of advertising, tired of doing empty things and want something more -- when that happens people will change slowly. |
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Yes. Visions of Realtity doing VR games in 92-93. |
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Yes. I seem to have this problem with being employed. Every time I got a job I would want to be CEO -- I don't play with well with all the other people -- especially when I am getting paid crap, while making software for the company that makes them millions. I like sharing -- profit sharing, royalties etc. |
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Well, if I don't have a breakdown, a lot of cool stuff: s-buffering, portals, kinematics, force feedback, neural nets, lighting, curved surfaces, DirectX 6 - 7. |
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Mostly software rasterization since it's more fun and teaches more, however there will be full D3D immediate mode coverage on the CD - about 8 chapters from another author - but it dates the book covering D3D inside. |
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Hmm -- it's in the TOC I wrote, but I don't know if I'll have time, maybe Glide, but probably not OpenGL - there are a lot of good books on that. |
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No, I'm doing everything myself -- you know the old saying if you want it done right (or done at all), do i it yourself :) |
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Yes, send them to me (for about 3 more months at least) |
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I think I will finish in about 4-6 months, so by q3, q4 of this year. |
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Tricks MCP/SAMS. |
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Soon, I'm going to take all the original manuscripts (before they raped them) and put them all on CD etc. and sell them with all the original chapters and so on. |
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A lot of the text was too "racey" for them :) |
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IDG is pushing it hard online, but the title is causing people to think twice -- I don't think anyone likes to be called a dummy? I tried to get them to change the dummies title, but they wouldn't. My most successful is Tricks of the Game Programming Gurus; it's sold about 250,000 units in a number of languages. Then Black Art. |
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I wanted to try and give someone without any Windows skills something to start with... |
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Make sure to check out the extra chapters on CD. IDG wouldn't let me put them in the book -- it was an extra .20 cents or so. |
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Yes, it added another 50-100 pages which jacked up the profit model. |
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Tricks is terrible, I did it in 2 months; they totally rushed me. It could have been so much better. |
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I did. There were only 2-3 half-assed chapters by the other people. They took forever, missed all deadlines and were chuck full of adds. |
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Sorta, but I didn't have time for 3D. They only gave me 4 months, but I did get in multitasking and text parsing -- that made me happy. |
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Mostly research into neural nets and "beam tracing" - kinda like ray tracing in real time. |
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Well ray tracing is the brute force, ray casting is at the other end -- too specific. By finding a happy medium, you can get the best of both and run at high speeds. |
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Better than anything polygon -- almost as good as real ray traced, but it has a lot of memory and pre-processing requirements. However, I think this is the wave of the future. |
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I think now more than ever people are seeing just how cool real AI is -- Half-life, etc. games that people really get involved in -- programmers are just learning, but this is the coolest thing and when games start really talking etc., it's going to blow people's minds. |
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Not at all, but games are too much viewed by the 3D; its the game that matters and the game is really the gameplay and AI -- it makes all the difference, but you have to have the look these days too. |
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Yes, but with learning, evolution and servers that never turn off. |
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Good question. But someone cares and they are they're amongst everyone else, you just have to to look for them and when I get mail saying really positive things then it gives me that motivation to keep taking it in the butt from the fake world that pretends it's so happy -- that's what keeps me writing these books. |
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Hmm, when I was about 9 I started doing electronics then in '76 when the TRS-80 came out I started going to Radio Shack and sitting there and learning to program from the little user manuals etc. Then I hunted down books on FORTRAN, etc. At that point there was nothing about computer science that was understandable or about graphics, so I ended up inventing everything and later learning the correct names for things. The Atari 800 came out that year too, so I switched to it. |
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Atari wouldn't put anything out, so people had to figure it out by poking into it -- literally. |
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Yes, I/O mapping things like that helped me figure it out. |
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That was a good magazine. |
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In hex code :) |
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Done. The whole "feel" of it is gone forever, and I doubt that that will ever come again. |
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Right here maybe -- virtually taking on any form we want. |
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Not really. I love Half-life, but I pull away from it along with GT for the PSX. |
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Yes, from a tech point of view, but I'm too amped at all times to play something slow. I like action gamses I guess. |
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None, ironically I'm a health nut, but if I were to drink caffiene it would probably kill me :) |
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It means I help in whatever way I can proportional to how serious I think they are. They can ask questions, get software, etc., but if they are full of it then I basically say you got to show something to get something. Some people just join and think I'm going to send them a $500 compiler, and a PIII. |
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Yes, and I have. I've purchsed motherboards, drives, compilers, modelers, etc. |
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About, hmmm, 15-20 of the companies are producing consistently. But, sooner or later, they all come around. |
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Mostly valueware 2D games, but I have a couple 3D games in the workds. Quake clones, racing, and football. |
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Like what would you want me to add? |
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Yes, it's just to keep the page count down. The oringinal on TYGP21D is I think 1000 pages, and Black Art was 1500, a lot got cut. |
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I like Linux just because it's something else, but I pretty much stick to Windows, however, I'm starting to seriously think about porting things to Linux if Red Hat keeps gaining ground along with the others. |
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The new book won't have any multiplayer stuff other than maybe some of the general concepts from the field. It's too big to cover. But the BA stuff still works well for 2 player games and on-line games, but quake stuff is a whole other ball game and setting up networking even with DirectPlay is a whole book or 2! |
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My new book will have a convex texture mapper probably. It has a n-gon convex poly renderer. I like triangles for the most part, but texture mapping either is really the same thing, just interpolation... |
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Yes, the way I approached it was using vectors instead of interpolation. It's because I had like a night to do that section. We weren't even going to have texture mapping at all... |
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I'm going to use DXF for simple stuff then I think I'm going to go with NFF format since it supports texture coordinates and is very simple along with the COB from Caligari, also very easy to parse. |
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Yes, I'm going to do: flat shaded, Gouraud, Phong, fast Phong, bump mapping, and light mapping |
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Yes, since I have to assume that the readers are starting all over, so I have to waste a lot of pages on this, but oh well... |
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I toiled over this for a while, but I think that I'm going to take the "Carmackian Axiom" and use C+ :) Just a little if, if any. Just the COM stuff really. It's too hard to follow C++ classes and overloaded operators in code. |
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Who said I was sane -- I'm pretty crazy I think :) |
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I don't sleep much and I just eat good stuff, that's about it :) |
Dave, Kevin, Nick, Jered and TANSTAAFL conducted the interview on 3/29/99