He's actually available in Fallout 1, 2, 3, 4, and New Vegas. :)
Game world is not only de-facto voxels. Its transparent, masked and oblique voxels that interact with each other or other entities, like farm blocks by water blocks, lava blocks with burnable blocks nearby, plants growing up, hostile mobs spawns and lines of sights, mobs pathing as they follow player, fellow mobs or random points of interest for wandering, etc ect.
The combination of using Java and being coded naively means that there's a huge amount of pointer chasing and unnecessary dynamic memory allocation that can be easily cut out without even needing to dip into the data structures and algorithms literature to try for asymptotic improvements. There's no SIMD and no concern for cache locality. Last time I checked, it didn't even look like terrain generation was done in a separate thread from the interactive game logic, let alone in multiple threads. The game only simulates dynamics within ~128 blocks of a player, but if you've got two players miles apart they're still simulated on the same thread.
I do fully understand that the dynamic modifiability of Minecraft's game world means that it is always going to be hungry for memory bandwidth and will be latency-sensitive. But that doesn't mean it has to be inefficient. The Pocket Edition (not Java) already showed that huge improvements are possible, because they were necessary to get anything resembling Minecraft onto mobile platforms. There's a lot more that can be done when you're back on a platform that has sufficient RAM capacity and a ton more CPU power relative to RAM speed. There's a lot of latency that can be eliminated and a lot more than can be hidden from the user without breaking the game. The development process meant that hardly any of the early fundamental implementation decisions were made with the much later features in mind.
But that's the absolute worst case, nobody actually plays the game like that.
Multiplayer gets much worse though, god forbid you have several people exploring new terrain on a server.
And god forbid you play with any of the mods that add faster railways[1] or jetpacks[2] or boots that make you walk faster[3], etc. It's a bummer that the optimizations are coming to the less moddable version, MC is a great platform for people to build new gameplay on.
[1] http://ftbwiki.org/Railcraft
Have a read about how he developed the app:
http://techblog.netflix.com/2015/09/john-carmack-on-developi...
It's almost beyond belief what he managed to accomplish in one and a half weeks. Hacking the Netflix video decoding system, fine-tuning the UX control heuristics, working around DRM limitations, optimizing the power draw and thermals, and much more, all on top of implementing the very polished app itself.
https://www.youtube.com/watch?v=Ti_3SqavXjk&t=55m50s
This link will start playing as Carmack tells the "broken Netflix engineer" story, while recounting how he finished the app in that incredibly short timeframe.
John made an interesting premise of the gap VR is trying to fill. Essentially, it is filling the gaps that is in your real life with VR. Hmm...Would it better to strive for improvement in your real life?
There's a repeating motif in reactions to disruptive technology, where the technology is first viewed from an oppositional mindset, which makes sense, because any disruptive technology will steal time away from other Old Activities that existed before the technology, and people who aren't early adopters only look at the decrease in the time spent on Old Activities.
We saw this motif of oppositional reaction in how people viewed the internet: people are spending so much time in cyberspace that they won't know how to effectively navigate the real world; people are having fantasy cyber-lives instead of spending time in the real world; he's meeting someone he met online, he must not know how to interact with people, etc. But social networks descended on society in an incredibly short period of time, and worked their way into the furthest corners of our lives. The oppositional mindset gave way to an integrative one, where the notion of a "cyberlife", as distinct from a "life", is simply misplaced- the internet is simply a part of Reality, sans prefix and with a capital R, instead of being boxed up in the conceptual category of "the Cyber".
There was another motifical recurrence when smartphones entered the fray. The oppositional critiques were voluminous and eloquent: we're spending so much time texting we're forgetting how to speak to each other; every crack in every interaction is plastered over with the ritualized and mutually fraudulent "notification check", signposting the way to the unravelling of the social fabric..., etc.; you can find the Real World up there, when you hold your head high, with dignity, and not down there, with your head bowed, staring transfixed at a shining rectangle, face ghost-like, bathed in the soft pearlescent glow of vapidity. But at some point, the integrative mindset arrived. It's hard to maintain the oppositional mindset when you're sitting in a restaurant that you just found on Yelp, and are chatting to your friend on WhatsApp, only to have them sit down in front of you. The handoff between "smartphone life" and "real life" is seamless. Smartphones have inextricably woven themselves so far into our lives, that if you ask someone how their smartphone life compares to their real life, they'll just give you a strange look. Smartphones are just a part of life.
I think VR/AR could go in this direction, as just another arrow in our technological quiver. If we start looking at things like social VR, which has the potential to reshape the way we interact remotely, or how architects are today routinely using VR to demo to clients, it's not impossible to believe that the integrative mindset could eventually overcome the oppositional mindset in terms of how we think about VR.
> To fix this, I had to make a small change in the Netflix video decoding system so it would call out to my VR code right after it submitted each frame, letting me know that it had submitted something with a particular release time. I could then immediately update the surface texture and copy it out to my own frame queue, storing the release time with it. This is an unfortunate waste of memory, since I am duplicating over a dozen video frames that are also being buffered on the surface, but it gives me the timing control I need.
Oh, Mr. Carmack...
http://developer.android.com/reference/android/graphics/Surf...
http://developer.android.com/reference/android/graphics/Surf...
And I only started coding for Android last month. I guess I'm an 11x programmer. :) ducks
Also I bet they don't behave 100% the same way, in regards to timing, across devices.
In graphics programming at the level Carmack develops, every ms counts.
I consider myself one that's very good, but I look at people like Carmack and realize I will never be one of them...that won't stop me from trying to though!
That said, I don't contend that some people are not at some point 10 times more productive than others. I contend that anyone can be just as productive, and often are, were or will be, although the manner in which they should be productive is absolutely not clear-cut. Society as a whole shapes how we act. Diversity in its composition allows what we rely upon.
For instance, I would not be as productive at work if I had to take care of a few children on my own. Similarly, I am extremely unproductive while gardening, and don't intend to spend the time to improve.
That seems to either be such a strong claim that it's trivial to refute, (i.e. a newborn baby, or a quadriplegic with severe mental retardation, etc.), or too nebulous and ill-defined to be of any use (i.e. said quadriplegic is productive in cultivating character in carers?)
0 - https://twitter.com/ID_AA_Carmack/status/684475417726595072
Some of them leave a disaster in their wake. They're fast because they're sloppy, and don't take the time to refactor their new code into something maintainable. The team pays the price for that later.
I'm not suggesting John Carmack is one of those bad 10x developers, but they do exist. Just something to keep in mind.
It may be wise to leave it as a prototype and build V2 from scratch after that point - taking many of the best parts from the earlier experiment. I've been on the former end enough times where I'd rather the next team of engineers didn't use it as the base. I often learn many lessons from building V1 which would be a strong base for rebuilding it properly.
Erlang creator Mike Williams: “If you don’t make experiments before starting a project, then your whole project will be an experiment”.
Unfortunately many startup founders don't see the dev process as experiment-driven, rather as a monolithic beast the continually needs evolution and refinement. The opportunity costs of rebuilding a prototype-quality app using lessons learned from it vs building on top of it are real - rebuilding is not always as risky as many people make it out to be. Context matters.
I don't think Carmack would have the productivity of 100 average guys if he was working on a typical CRUD business application.
"And this wouldn't be their last obstacle moving in to the lake house … [Next chapter]: Also, John stubbed his toe on a door."
Between that and Wil's enthusiastic reading — buying in to each and every one of those sure-to-be-disappointing wind-ups — it was kind of exasperating. But I'd say it's worth it, regardless. I'd agree it's probably way better as an eBook. There was lots of interesting stuff, and some glorious nostalgia :)
Masters of Doom is a great book though. I read it a couple years back. I recommend picking up a copy if the audiobook isn't working out.
Well, the main character is whiny, and I found the book to be terrible, so I don't think your opinion is too off base.
Read it. It's worthwhile.
Stay Awhile and Listen: How Two Blizzards Unleashed Diablo and Forged a Video-Game Empire [1]
[1] http://www.amazon.com/Stay-Awhile-Listen-Blizzards-Video-Gam...
[1] Jordan's website w general links: http://www.jordanmechner.com/
The Making of Karateka - 1982- 1985 : http://www.amazon.com/Making-Karateka-Journals-1982-1985/dp/...
The Making of Prince of Persia - Journals 1985-1993: http://www.amazon.com/Making-Prince-Persia-Journals-1985/dp/...
[2] Ready Player One - http://www.amazon.com/Ready-Player-One-Ernest-Cline/dp/03078...
Carmack talks are fun to watch - I think it's worth checking out.
Shit, maybe there just needs to be CarmackCon where it's just a start time for his keynote which just sort of seamlessly blends into a hackathon.
Or maybe we just need to start a petition for no end time on his talk at Connect 2016.
The more I read about Notch, the more I'm convinced that Microsoft's acquisition of Mojang and getting him out of the scene was the best thing for Minecraft. He strikes me as an incredibly fortunate but oddly emotional individual who was way over his head once his creation took off.
As far as I can tell, FB has treated the Oculus project with incredible respect, and not a single fear has come true.
I understand there was legitimate reason to worry over the Facebook acquisition, but I still strongly believe that Notch (and many others) took it too far.
Not only did he address this ("I’m aware this goes against a lot of what I’ve said in public. I have no good response to that."), his public posts about it were fairly measured after his first response (which was mostly a few negative tweets):
> I have the greatest respect for the talented engineers and developers at Oculus. It’s been a long time since I met a more dedicated and talented group of people. I understand this is purely a business deal, and I’d like to congratulate both Facebook and the Oculus owners. But this is where we part ways.
It's silly to expect consistency in people's reactions to everything -- I doubt you are "fair" with every reaction you have to things that affect you -- but, regardless, "I still strongly believe that Notch (and many others) took it too far" is an (ironically) excessive reaction to what actually happened.
I don't agree at all. Your quote concludes with an attempt to completely sever ties with Oculus. I do not believe this was in any way a measured or reasonable reaction at the time. The nature of the underlying action is not changed by the fact that it happened to be phrased in a relatively respectful way in that particular post.
While technically true, that again makes it sound dramatic for no apparent reason. Choosing to not work with a company because you're uninterested in being associated with what they do is not something beyond the pale, even if many others have no problem with that thing.
To take a topical example, did Jonathan Blow "completely sever ties" with Microsoft because he has The Witness on PS4 and not the Xbox One because Sony actually cared about indie developers at the time he was looking at consoles to develop on? I guess you could say that if you wanted some click bait (and I'm sure more than a few gaming blogs did), but don't pretend that it's somehow getting to the "nature of the underlying action".
To me, this feels like an action that was intended to stir controversy, but I will admit I could be wrong. You may see it differently.
As for Jonathan Blow, I'll refrain from commenting because I don't know anything about that situation.
Facebook buying Oculus was a two-billion dollar bet on virtual reality being the next big platform, and to have that bet pay off, Facebook has to play the long game, and let Oculus and the virtual reality market grow.
Facebook isn't stupid or myopic enough to require a Facebook login to use Oculus products. It makes absolutely no sense when you consider the reasons that Facebook bought Oculus.
Many details might have been different in this alternate history: price, timeline, quality, bundled games, future games as funded by Oculus, and more.
Unfortunately I don't know if any of us really have the information necessary to make a truly correct comparison.
My excitement for and willingness to spend money on the Rift was greatly decreased by the Facebook acquisition. It is of course still quite possible that the Facebook acquisition was a good move that will benefit everyone.
They haven't even released a consumer product yet. It's awfully early to say that it's being handled either well or poorly.
If Gear VR is any indication, then the fear that Facebook is going to mess with things obnoxiously is unfounded. I don't think we'd have as polished a product as we'll get with the retail Oculus version had the Facebook deal not happened.
Also, I think the increasing pressure from HTC and Sony is showing pretty convincingly that Oculus would have been in a lot of trouble if they didn't receive solid financial backing from a larger partner like FB. The Vive has already pulled on ahead of the Rift in terms of offering a much more versatile tracking solution in the form of the Lighthouse stations. PlayStation VR is the sleeping giant in the room that nobody's really talking about.
Oculus is not going to be able to rest on their reputation for long and still win the VR game. VR is slowly becoming high stakes; it's not a harmless little Kickstarter campaign anymore.
If it's true that they're not making any money on the $600 CV1, then it seems to me that they desperately needed FB or a similar partner.
Ultimately, we're faced with a dilemma where the deeper we go into the Oculus + Facebook timeline, the further we move away from being able to predict what might have happened if Oculus had never been acquired. If FB does something to upset people (like requiring FB login), there might be a lot of outrage, but nobody will be able to say for certain that Oculus could have even remained competitive without FB. It won't be long before we reach a point where nobody will be able to competently know what we should be comparing FB-owned Oculus to in this hypothetical alternate timeline where Oculus was never bought.
The good news is that if Facebook does seriously muck things up there are great competitors who will gladly take your money instead. I just don't think there's any sense in condemning the Rift based on some hypothetical future wrongdoing from a company that has so far treated the platform quite well, especially taking into account the fact that we don't really know how well Oculus would have fared without the acquisition.
Regardless, I wasn't trying to ask why Notch sold. I meant to ask why it was not fair for Oculus to sell if it was fair for him to sell. Asking this question is fair game since Notch chose to make his condemnation of the acquisition exceptionally public.
It probably felt unfair to him because Oculus was kickstarted by gamers (like Notch), and Minecraft was self-funded.
Since the backers (gamers) felt like they were stakeholders on Oculus, they probably were disappointed that Oculus was bought by Facebook, rather than Bethsida or Valve.
From personal experience, I think we often are most vehemently angry about behaviors we feel like we are dangerously close to falling prey to. The closeted gays who are white-knuckling a righteous straight life are often the most vocally opposed to people who give in to homo temptation.
I suspect Notch was wrestling with those issues for years, and trying to harden himself against temptation. Selling to Microsoft wasn't necessarily a compromise to his values. It's possible that deal was fundamentally different to the Oculus deal in some way that matters to Notch. But it makes sense to me that he'd have strong opinions about how to go about doing something he was also struggling to figure out how to do.
Notch promised Minecraft would eventually be released open source when he was raising early access dollars, and he seems to have completely reneged on it with the sale to Microsoft.
Oculus got acquired by Facebook and still afterwards released the complete hardware schematics for DK1, the kickstarter project, for anyone to use on Github.
The Facebook acquisition still probably wasn't a good thing; they seem to be want to turn what are essentially Monitors+tracking into game consoles with exclusives etc. You'll have a headset from one company and have to buy the equivalent spec headset from another just to get access to all the games. It's going to be like a future where Skyrim 2 were only released for BenQ monitors. You may already have a monitor with a panel made to the same spec in the same fab, but now you have to have an extra monitor you hook up only occassionaly to play some of your games.
They've said they might port their store to other PC headsets, but have made no real commitments.
Essentially you are future-worrying about something that historically has not happened. The only thing that comes close is the whole Microsoft/XBOX indie parity clause, which they eventually just took away.
My guess is that Oculus will not be the only game in town (Vive, and I'm guessing many other challengers) and that other HMD will be competitive enough where Oculus cannot do something completely unreasonable such as forcing developers to only develop for their store. Strategy wise it would be terrible too as that splinters a market that may or may not actually be mature enough to splinter.
PC Gamers are the biggest targeted market for HMDs (in terms of already having the hardware and the desire to buy one) and generally don't stand for this kind of thing. Most people don't object to Steam as a store because they haven't done something bad as to lock out a game.
>Oculus cannot do something completely unreasonable such as forcing developers to only develop for their store.
I'm not future-worrying, they already have 20+ titles that they have paid for store exclusivity with.
I'm not saying exclusives are the solution but I'm curious how Oculus plans to profit given the competition is already heating up.
And PSVR is going to be competitive with the Oculus recommended spec machines, which are 3-4X as expensive, due to smart choices in panel (less nominal resolution but more sub pixels saving 25% of performance for comparable quality; 60fps reprojected to 120Hz, saving another 33%). Both choices combined give it nearly a doubled performance boost relative to the hardware it is running on, allowing a similar quality of experiences for potentially close to a third of the total cost.
And Oculus won't even have motion controllers until potentially the end of next year.
Amusing how everyone seems to think that Vive will be the best product on earth while Oculus will be "just Oculus", "not kick ass", "not great" etc. with nobody having either one so far. The power of "We love Valve" vs "We hate Facebook" seems to be really interesting from a PR/Marketing perspective.
Until you get to input and mobility: Xbox gamepad vs motion controls. No contest. Yoga-mat scale standing without full rotation vs. room scale, walking around with 360 rotation: again, no contest.
Oculus wins on weight so far, though I haven't tried the Vive Pre yet.
From recent news, it sounds like he's now given up trying to be normal and is trying out being an over-the-top hedonistic rich guy, and doesn't enjoy that either but doesn't know how to stop.
You're very much correct however, he himself will admit that he definitely prefers just making small games with small fanbases, and that he's not really suited to being a public figure.
From : http://venturebeat.com/2015/09/24/how-john-carmack-pestered-... :
“I was willing to do just about anything,” he said. “On the phone I said that if this doesn’t happen, I’m going to cry. This will just be so terrible. This will be the best thing that we can do for the platform. But there are some problems that compilers can’t solve.”
It turns out that the solution was to get the top executives from Facebook and Microsoft together.
“Mark [Zuckerberg] and Satya [Nadella] were able to sit down and make sure that the deal happened,” said Carmack.