4 ms·
You can read Carmack's .plan archive from 1996 here, if you're so inclined: https://github.com/ESWAT/john-carmack-plan-archive/blob/master/by_year/johnc_plan_1
by i_c_b 3y ago
You can read Carmack's .plan archive from 1996 here, if you're so inclined:
https://github.com/ESWAT/john-carmack-plan-archive/blob/master/by_year/johnc_plan_1996.txt https://github.com/ESWAT/john-carmack-plan-archive/blob/mast...
It's a _fascinating_ snapshot into Quake's development.
I have no idea if his .plan is a record of what he, specifically, was doing, or if he was just capturing what the programming team was doing, but at the very least, it makes clear that he was aware of huge amounts of very highly specific game code issues as they were being worked on and was almost certainly deeply involved.
- baal80spam 3y agoWow, this link is something else - you can track what problems he tackled and what he worked on DAILY.
- Solvency 3y agoGuessing you're on the younger side? I used to read these voraciously as a 11 year old. Felt like a magic window into the game industry.
- sillysaurusx 3y agoHello fellow I-was-once-11-and-fascinated-by-.plan! I wasn't sure if I was the only one. St Louis in 2000 made it seem like there were only a handful of people interested in programming at all. Hmm... 11 would put me at 19999, so I must've been more like 12 or 13. I remember that's when I started taking gamedev seriously.