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[业界]3D游戏之父约翰·卡马克与id software获艾美奖

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骑士

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 楼主| 发表于 2007-1-11 21:53  ·  北京 | 显示全部楼层 |阅读模式
http://www.gamespot.com.cn/news/story/0,3800070315,39323405,00.htm

    《DOOM》在游戏界的威名无人不知,开发者id software公司是今天世界上所有FPS玩家心目中的圣殿。 id software公司不大,但影响力绝对惊人。从起初的《DOOM毁灭战士》、《德军总部3D》到《DOOM3》以及《Quake4》,这个公司创造了游戏开发团队中的神话。

  天道酬勤,自从艾美奖1948年开始颁发科技方面的奖项以来,id software成为第一个因技术而获艾美奖的公司,在今年CES上,他们接受了两项由国家电视艺术科学学院(NATAS)颁发的奖项。

  约翰·卡马克(John Carmack),id software的创始人之一,同时也是技术主管,被誉为“3D游戏之父”,因在《DOOM》等游戏做的努力,他被授予3D游戏引擎创新开发工作奖。id software公司也获得了一个艾美奖项,为了表彰该公司的技术突破,例如Quake等。

  “无论是对John Carmack还是id Software来说,这都是一个莫大的荣耀。”id Software的首席执行官Todd Hollenshead表示,“我们一贯勇于冲击游戏技术顶峰,开发人员倾注在游戏中的激情和奉献得到了大家的认同。”.

战士

最烦装B的

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发表于 2007-1-11 21:56  ·  浙江 | 显示全部楼层
卡神大喷PS3开发环境我还记忆尤新

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 楼主| 发表于 2007-1-11 22:02  ·  北京 | 显示全部楼层
GI: At QuakeCon two years ago, you were very adamant during your keynote about not being too thrilled about developing for multi-core systems. Not just specifically with PCs, but also the PlayStation 3 and Xbox 360. Now that you’ve been working with both of them since then, have your thoughts changed at all?

Carmack: Microsoft has made some pretty nice tools that show you what you can make on the Xbox 360. I get a nice multi-frame graph, and I can label everything across six threads and three cores. They are nice tools for doing all of that, but the fundamental problem is that it’s still hard to do. If you want to utilize all of that unused performance, it’s going to become more of a risk to you and bring pain and suffering to the programming side. It already tends to be a long pole in the tent for getting a game out of the door. It’s no help to developers to be adding all of this extra stuff where we can spend more effort on this. We’re going to be incentivized, obviously, to take advantage of the system, because everybody’s going to be doing that. It’s not like anyone’s going to say that it’s impossible to do. People tend to look at it from the up side. It gives you this many more flops and it gives you this much more power to do that. But you have to recognize that there is another edge to that sword, and you will suffer in some ways for dealing with this. I don’t have any expectation that anytime soon, a massive breakthrough will occur that will make parallel programming much easier. It’s been an active research project for many years. Better tools will help and somewhat better programming methodologies will help. One of the big problems with modern game development with CC++ languages is that your junior programmer who’s supposed to be over there working on how the pistol works can’t have one tiny little erase condition that interacts with the background thread doing something. I do sweat about the fragility of what we do with the large-scale software stuff with multiple programmers developing on things, and adding multi-core development makes it much scarier and much worse in that regard.

So we’re dealing with it, but it’s an aspect of the landscape that obviously would have been better if we would have been able to get more gigahertz in a processor core. But life didn’t turn out like that, and we have to just take the best advantage with it.



GI: You talked a lot about the Xbox 360. What are your thoughts on the PlayStation 3 now that you’ve had more time on it?

Carmack: We’ve got our PlayStation 3 dev kits, and we’ve got our code compiling on it. I do intend to do a simultaneous release on it. But the honest truth is that Microsoft dev tools are so much better than Sony’s. We expect to keep in mind the issues of bringing this up on the PlayStation 3. But we’re not going to do much until we’re at the point where we need to bring it up to spec on the PlayStation 3. We’ll probably do that two or three times during the major development schedule. It’s not something we’re going to try and keep in-step with us. None of my opinions have really changed on that. I think the decision to use an asymmetric CPU by Sony was a wrong one. There are aspects that could make it a winning decision, but they’re not helpful to the developers. If they make the developers say that Sony is going to own the main marketplace, let’s make them develop toward this and build it this way, it would somewhat downplay the benefits of the Xbox 360 and play to the PlayStation 3’s strengths. I suspect they’re not going to overwhelmingly crush the marketplace this time, which wasn’t clear a year ago. A lot of people were thinking it’s going to be a rerun of the last generation, and it’s now looking like it might not be. I’ve been pulling for Microsoft, because I think they’ve done a better job for development support, and I think they have made somewhat smarter decisions on the platform. It’s not like the PlayStation 3 is a piece of junk or anything. I was not a fan of the PlayStation 2 and the way its architecture was set up. With the PlayStation 3, it’s not even that it’s ugly--they just took a design decision that wasn’t the best from a development standpoint.

Gameinformer采访的一部分。
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知识寻求者...........

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发表于 2007-1-11 22:03  ·  黑龙江 | 显示全部楼层
id software做的一切游戏对我电脑硬件的摧残我也记忆犹新。ms不论是Q3还是DOOM3都是电脑硬件升级的催化剂。id software做的每一款游戏都好像是为下一代的硬件做的一样。(当然很多新的技术也是从他们手里出来的)



还好,我现在360了,远离了硬件升级。

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发表于 2007-1-11 22:55  ·  上海 | 显示全部楼层
DOOM3当年绝对是跨时代的游戏,DOOM3的出现,硬生生的把PC平台的游戏在3年前就拉入了次世代
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发表于 2007-1-12 00:35  ·  黑龙江 | 显示全部楼层
无论何时……支持卡马克!程序员的神话!无敌的技术开发机与黑客精神传承者……

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发表于 2007-1-12 09:06  ·  澳大利亚 | 显示全部楼层
看到这个神,我也要膜拜一下
程序最强的两个公司之一,第一是id software,第二是westwood,可惜现在的EA一手把westwood给毁了。

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发表于 2007-1-12 10:12  ·  内蒙古 | 显示全部楼层
ID的图像引擎一向够强,而且非常稳定,并且能够在不长的时间里开放引擎,引用ID引擎的游戏也非常多。

战士

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发表于 2007-1-12 10:23  ·  北京 | 显示全部楼层
id software..................

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发表于 2007-1-12 11:16  ·  上海 | 显示全部楼层
实至名归~~~~~~~~~~·JC万岁!!!
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