John Carmack developed Doom's engine during a 28-hour coding marathon

Alfonso Maruccia

Posts: 1,856   +559
Staff
A true gaming pioneer Doom is one of the most successful and influential video games ever created, and John Carmack was the lead programmer behind this groundbreaking project. Carmack went above and beyond to bring Doom to life, finalizing its code during a grueling coding marathon that few could endure.

Doom was originally released for DOS in December 1993, but work on the project began in November 1992. As with many modern projects, id Software developers faced delays, and the game's code still wasn't ready for release.

John Carmack seemingly "solved" the problem by pulling an all-nighter, coding Doom's groundbreaking graphics engine (id Tech 1) for 28 hours straight. His efforts not only completed the game but also sparked a technological revolution in the gaming industry.

Terry Kim, founder of Kaizen Business Coach, recently reflected on Doom's origin story, emphasizing the far-reaching impact of Carmack's work across various industries. In a detailed thread on X, Kim described Carmack as more than just a god-tier video game programmer – he was a true innovator.

Kim noted that while developing Doom, Carmack established principles that transformed entire industries. On the technological front, Doom is celebrated as the first truly "modern" first-person shooter. Its pioneering use of fast, immersive, real-time 3D graphics in a first-person perspective laid the foundation for the entire FPS genre – one of the most enduring and popular categories in gaming today.

Carmack's contributions to gaming began even before his work at id Software. He developed a smooth, console-like platforming engine for the Commander Keen series, laying the groundwork for future innovations. According to Kim, Carmack was "obsessed" with creating immersive 3D environments, which led him to adopt a groundbreaking technique known as Binary Space Partitioning (BSP) for Doom.

The BSP technique, never before used in gaming, enabled the game engine to determine which parts of the environment needed to be visible to the player. This innovation, combined with the advanced 3D rendering system, dynamic lighting effects, and moderately complex level architecture of the id Tech 1 engine, revolutionized the gaming industry.

Carmack's influence extended beyond gaming after his departure from id Software. He applied lessons from game development to aerospace engineering with his startup Armadillo Aerospace. Through rapid iteration, modular design, and efficient resource utilization, the company developed suborbital spacecraft for space tourism applications. Despite these advances, Armadillo was placed in "hibernation mode" in 2013.

Also read: Ripping and Tearing: 3 Decades of Doom

"Greatness requires obsession," Kim says, and Carmack's obsession with technology is undeniable. However, Kim doesn't mention some of Carmack's more polarizing ideas and notable missteps in recent years.

His predictions – such as artificial general intelligence emerging by 2030 thanks to Quake bots, or GPUs eventually replacing CPUs entirely – remain highly controversial. While these bold claims reflect Carmack's visionary thinking, they have yet to be realized, and I wouldn't bet on them coming true.

Permalink to story:

 
Creating such games would not be possible with the parasites infesting every large studio today.
Because what are they if not parasites.
Are not creative, hate hard work, have beliefs very similar to authentic cult beliefs, utterly untalented, resentful and very vindictive. These stories we hear about sexual misconduct accusations in the industry, it does not matter if the man is justified after or not. It is an automatic loss of the job.
No surprise that the best result the industry can produce is 100 time reused remade stuff.
That industry would not be born if it resembled the sick animal, it is today.

 
Sometimes you just don't want to lose your train of thought.

There are people who did some like this or some research when younger , but even they 30 years later would need to take time to even understand all they did - especially for very complicated mathematical ideas .
Many brilliant papers done in their 20s , not to say they don't do great papers in late life, but they tend to be more an experienced processed and understandable how it evolved

Not the same - when my son was 3 he used to do 100 piece jigsaw puzzles by just putting the pieces where they needed to be, no edges first , or work on windmill, or the big yellow balloon he would do now . I had no idea how he did it
 
Freaking love Doom. I only wish the two Johns would have set aside their differences and gotten along better. I feel like they could have continued on to make more really great games.
 
Sounds like this Kim guy is totally clueless. Doom didn't have neither true 3D rendering (and we had 3D rendering far before Doom, it just wasn't fast enough), neither had it dynamic lighting system.
 
Creating such games would not be possible with the parasites infesting every large studio today.
Because what are they if not parasites.
Are not creative, hate hard work, have beliefs very similar to authentic cult beliefs, utterly untalented, resentful and very vindictive. These stories we hear about sexual misconduct accusations in the industry, it does not matter if the man is justified after or not. It is an automatic loss of the job.
No surprise that the best result the industry can produce is 100 time reused remade stuff.
That industry would not be born if it resembled the sick animal, it is today.
Yeah they are money grabbing parasites that have infested everything today.
 
Back