| ▲ | cubefox 7 hours ago | |
In an interview with Lex Fridman, John Carmack said that in retrospect, Quake was too ambitious in terms of development time, as it both introduced network play and a fully polygonal 3D engine written in assembly. So it would have been better to split the work in two and publish a "Network Doom" first and then build on that with a polygonal Quake. Which seems to imply that the network stack was about as difficult to implement as the new 3D engine. | ||
| ▲ | bitwize 3 hours ago | parent [-] | |
And then you had Romero saying that Quake wasn't ambitious enough... | ||