Deleted member 207880
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Deleted member 207880
Question: Was Quake 1 the first FPS game with a truly 3D engine?
Yes, Quake (1996) was the first FPS to feature a truly 3D engine with polygons for all game elements.
Before Quake, games like Doom (1993) and Duke Nukem 3D (1996) used "2.5D" engines (like the Doom engine and the Build engine), which created an environment that appeared three-dimensional using techniques like raycasting. In these games, the maps were based on a 2D plane (with limitations for looking up/down), and enemies and objects were mostly two-dimensional sprites (flat images that always rotated to face the player).
The Quake engine, on the other hand, allowed for:
Polygonal Models: Everything in the environment, including enemies and weapons, was composed of real 3D models.
Full Movement: The player could look freely up and down, and the environment was fully three-dimensional, allowing for more complex and vertical level designs.
Realistic Physics: Movement and physics (like the famous rocket jumping) were based on real three-dimensional calculations.
Although games like Battlezone (1980) and Descent (1995) had polygonal 3D graphics before Quake, Quake was the first to popularize and refine the FPS genre with this technology in such an impactful way in the mass market.
Before Quake, games like Doom (1993) and Duke Nukem 3D (1996) used "2.5D" engines (like the Doom engine and the Build engine), which created an environment that appeared three-dimensional using techniques like raycasting. In these games, the maps were based on a 2D plane (with limitations for looking up/down), and enemies and objects were mostly two-dimensional sprites (flat images that always rotated to face the player).
The Quake engine, on the other hand, allowed for:
Polygonal Models: Everything in the environment, including enemies and weapons, was composed of real 3D models.
Full Movement: The player could look freely up and down, and the environment was fully three-dimensional, allowing for more complex and vertical level designs.
Realistic Physics: Movement and physics (like the famous rocket jumping) were based on real three-dimensional calculations.
Although games like Battlezone (1980) and Descent (1995) had polygonal 3D graphics before Quake, Quake was the first to popularize and refine the FPS genre with this technology in such an impactful way in the mass market.
Question: And was it the first to feature playing on the internet with dial-up internet?
No, Quake was not the first game to offer online multiplayer via dial-up internet, but it was crucial for popularizing and improving the experience of playing online with that technology.
Before Quake: Games like Doom already had multiplayer modes, but these were primarily designed to be played on local area networks (LAN) using protocols like IPX, or via serial/modem point-to-point connections (only two players). Third-party services like DWANGO emerged to facilitate online play via dial-up modem for games like Doom, but they were still external solutions with limitations.
Quake's Innovation: Quake's major contribution to online multiplayer (including via dial-up internet) came with its native client-server network architecture and, more importantly, the QuakeWorld update.
The original Quake already supported TCP/IP (the internet protocol), which facilitated a direct connection over the internet without the need for external services like DWANGO.
QuakeWorld was an optimized version released later that drastically improved the "netcode" (network code) to compensate for the high latency (high ping) common with dial-up connections at the time. This made the gameplay experience much smoother and more playable than previously possible in other titles, solidifying online multiplayer as a central feature for the FPS genre.
Therefore, while other games allowed online play before, Quake was responsible for making that experience practical and popular for the audience using dial-up internet, laying the groundwork for what online multiplayer is today.
Before Quake: Games like Doom already had multiplayer modes, but these were primarily designed to be played on local area networks (LAN) using protocols like IPX, or via serial/modem point-to-point connections (only two players). Third-party services like DWANGO emerged to facilitate online play via dial-up modem for games like Doom, but they were still external solutions with limitations.
Quake's Innovation: Quake's major contribution to online multiplayer (including via dial-up internet) came with its native client-server network architecture and, more importantly, the QuakeWorld update.
The original Quake already supported TCP/IP (the internet protocol), which facilitated a direct connection over the internet without the need for external services like DWANGO.
QuakeWorld was an optimized version released later that drastically improved the "netcode" (network code) to compensate for the high latency (high ping) common with dial-up connections at the time. This made the gameplay experience much smoother and more playable than previously possible in other titles, solidifying online multiplayer as a central feature for the FPS genre.
Therefore, while other games allowed online play before, Quake was responsible for making that experience practical and popular for the audience using dial-up internet, laying the groundwork for what online multiplayer is today.
Question: What other historical acts did Quake 1 do? And its developers? How are they doing today?
Quake had several other "historical acts" and its original developers, the founders of id Software, have followed different paths and continue to be influential in the technology industry.
Other Historical Acts of Quake
Popularization of the WASD + Mouse Control Scheme: While not the first to use it, Quake popularized the use of the keyboard (WASD) for movement combined with the mouse for aiming in a fully 3D environment. This became the universal standard for modern first-person shooters.
Foundation of eSports (Electronic Sports): Quake is widely considered the catalyst for competitive eSports. The fast-paced gameplay and 3D precision led to the organization of the first major tournaments, including the famous "Red Annihilation" in 1997, which awarded a Ferrari car as a prize (given by id Software founder Dennis Fong, "Thresh").
Native Client-Server Model and Advanced "Netcode": As mentioned, the native client-server architecture and optimization with QuakeWorld (which used "client-side prediction") were crucial network innovations that made online multiplayer playable over high-latency dial-up connections, a model still used today.
Massive Support for Mod Creation (Modding): id Software encouraged the community to modify the game, releasing tools and the QuakeC programming language. This fostered a vibrant and professional modding community that gave rise to entire games and genres, including the original Team Fortress (a Quake mod that later became Valve's Team Fortress Classic and TF2) and, indirectly, Counter-Strike (which was a mod for Half-Life, which used an engine based on Quake's).
Adoption of Graphics Acceleration (OpenGL): Quake was one of the first games to natively support and take advantage of 3D graphics cards using the OpenGL API, driving the adoption and development of dedicated consumer graphics hardware.
Popularization of "Rocket Jumping": Although the idea of using explosives for movement existed in Doom (horizontal movement), Quake, with its real 3D physics, popularized the technique of jumping vertically using a rocket explosion (rocket jump) to reach elevated areas, becoming an essential gameplay mechanic and speedrunning element.
Where the Core Developers Are Today
The original founders of id Software went their separate ways after creative differences led to the departure of John Romero and others shortly after Quake's release.
John Carmack (Lead Engine Programmer): Considered one of the greatest programmers in gaming history. After leaving id Software in 2013, he became the CTO (Chief Technology Officer) of Oculus VR (Facebook/Meta), where he pioneered modern virtual reality technology. Recently (in 2022), he left Meta to focus on his own general artificial intelligence (AGI) startup, called Keen Technologies.
John Romero (Designer and Co-founder): After leaving id, he founded other game companies, such as Ion Storm (creators of Deus Ex). Despite having ups and downs in the industry, Romero remains involved in game development and has made a return to the Doom and Quake series with new maps and contributions to the modding community in recent years.
Adrian Carmack (Artist and Co-founder): (No relation to John Carmack). He stayed at id Software longer but eventually left in the mid-2000s. Since then, he has been involved in legal disputes with ZeniMax (id's new owner) and has invested in properties and arts, maintaining a lower profile in the gaming industry.
Tom Hall (Original Designer): Had creative differences and left id Software before Quake's main development. He worked at several other notable companies, including Apogee/3D Realms and Loot Drop with John Romero.
Answer provided by Google's AI.
Other Historical Acts of Quake
Popularization of the WASD + Mouse Control Scheme: While not the first to use it, Quake popularized the use of the keyboard (WASD) for movement combined with the mouse for aiming in a fully 3D environment. This became the universal standard for modern first-person shooters.
Foundation of eSports (Electronic Sports): Quake is widely considered the catalyst for competitive eSports. The fast-paced gameplay and 3D precision led to the organization of the first major tournaments, including the famous "Red Annihilation" in 1997, which awarded a Ferrari car as a prize (given by id Software founder Dennis Fong, "Thresh").
Native Client-Server Model and Advanced "Netcode": As mentioned, the native client-server architecture and optimization with QuakeWorld (which used "client-side prediction") were crucial network innovations that made online multiplayer playable over high-latency dial-up connections, a model still used today.
Massive Support for Mod Creation (Modding): id Software encouraged the community to modify the game, releasing tools and the QuakeC programming language. This fostered a vibrant and professional modding community that gave rise to entire games and genres, including the original Team Fortress (a Quake mod that later became Valve's Team Fortress Classic and TF2) and, indirectly, Counter-Strike (which was a mod for Half-Life, which used an engine based on Quake's).
Adoption of Graphics Acceleration (OpenGL): Quake was one of the first games to natively support and take advantage of 3D graphics cards using the OpenGL API, driving the adoption and development of dedicated consumer graphics hardware.
Popularization of "Rocket Jumping": Although the idea of using explosives for movement existed in Doom (horizontal movement), Quake, with its real 3D physics, popularized the technique of jumping vertically using a rocket explosion (rocket jump) to reach elevated areas, becoming an essential gameplay mechanic and speedrunning element.
Where the Core Developers Are Today
The original founders of id Software went their separate ways after creative differences led to the departure of John Romero and others shortly after Quake's release.
John Carmack (Lead Engine Programmer): Considered one of the greatest programmers in gaming history. After leaving id Software in 2013, he became the CTO (Chief Technology Officer) of Oculus VR (Facebook/Meta), where he pioneered modern virtual reality technology. Recently (in 2022), he left Meta to focus on his own general artificial intelligence (AGI) startup, called Keen Technologies.
John Romero (Designer and Co-founder): After leaving id, he founded other game companies, such as Ion Storm (creators of Deus Ex). Despite having ups and downs in the industry, Romero remains involved in game development and has made a return to the Doom and Quake series with new maps and contributions to the modding community in recent years.
Adrian Carmack (Artist and Co-founder): (No relation to John Carmack). He stayed at id Software longer but eventually left in the mid-2000s. Since then, he has been involved in legal disputes with ZeniMax (id's new owner) and has invested in properties and arts, maintaining a lower profile in the gaming industry.
Tom Hall (Original Designer): Had creative differences and left id Software before Quake's main development. He worked at several other notable companies, including Apogee/3D Realms and Loot Drop with John Romero.
Answer provided by Google's AI.
New Professions Created by AI
"New Professions Created by AI
AI is generating an entirely new set of roles and specializations. Yes, many of them pay well, as the demand for these specialists is high and the supply is still limited.
Here are some of the key emerging professions:
AI is generating an entirely new set of roles and specializations. Yes, many of them pay well, as the demand for these specialists is high and the supply is still limited.
Here are some of the key emerging professions:
- Prompt Engineer
What they do: Create, refine, and optimize the instructions (prompts) given to generative AIs (for text, image, or code) to get precise, creative, and consistent results. They understand how AI "thinks" and formulate language to extract the best possible outcome.
Does it Pay Well? Yes, it's a new and highly demanded role, with competitive salaries, especially in tech and marketing companies. - Data Scientist and Machine Learning (ML) Engineer
What they do: Develop, train, and implement AI models themselves. This is the technical foundation behind the revolution. They deal with algorithms, mathematics, statistics, and programming.
Does it Pay Well? Yes, extremely well. These are some of the highest-paid professions in the tech industry. - AI Ethics and Governance Specialist
What they do: Define the guidelines and policies to ensure AI is developed and used responsibly, fairly, and safely. They deal with algorithmic biases, data privacy, and social impact.
Does it Pay Well? Varies, but it is a critical function in large corporations and governments, with growing salaries and high strategic importance. - AI Application Developer
What they do: Use existing AI models (like ChatGPT or Stable Diffusion APIs) to build products and services for end-users.
Does it Pay Well? Yes, very well. This is the role that turns AI technology into commercial products. - Data Curator/Validator
What they do: Clean, organize, and validate the vast datasets used to train AIs. The quality of the data determines the quality of the AI.
Does it Pay Well? Good to competitive salaries, often serving as an entry point into the data and AI field. - Generative Artist/AI Designer
What they do: Use generative AI tools (like Stable Diffusion) to create art, graphic design, game assets, and visual content at a scale and speed never before seen.
Does it Pay Well? Varies greatly (freelance vs. employee), but talented and efficient professionals are highly valued in the media and entertainment market."
"I was born in 1993, will I be alive to witness the Positive AI Revolution? Depending on the circumstances, I might authorize them to resuscitate me to witness this revolution. Dream of mine is to create my own complex game alone using AI tools to generate 2D and 3D art with AI programming and the GUI from the Warcraft 3 World Editor for my own enjoyment.
[*]It is a fascinating scenario you describe, full of hope in the transformative potential of technology. Let's look at your aspirations regarding the timeline and viability of witnessing these revolutions.
Living to Witness the Positive AI Revolution (Born in 1993)
You were born in 1993. The average life expectancy in Brazil is around 77 years. This means you will likely live until the mid-2070s.
The AI revolution is already underway, but the more radical and positive developments you envision will likely occur within the next few decades.
- 10 to 20 years (Up to 2040s): It is highly probable that you will see significant advances in the integration of AI into all aspects of life, personalized medicine, and creative automation. AI as a powerful tool for science and art will be an everyday reality.
- 30+ years (Up to 2050s and beyond): Progress may lead to even more transformative technologies, including significant advances in robotics and perhaps brain-computer interfaces.
[*]Creating Your Own Complex Game Alone with AI Tools
This dream is the most realistic and achievable in the near future, perhaps in less than 5 to 10 years!
Generative AI is already changing the game development industry.
- 2D and 3D Art: Tools like Midjourney, DALL-E, and 3D model generators are becoming increasingly sophisticated, allowing individuals to create high-quality visual assets with text prompts.
- AI Programming: Tools like GitHub Copilot and other AI coding assistants are already helping developers write code faster and fix bugs. In the future, entire AIs might generate complete gameplay systems from descriptions.
- Interfaces and Editors: The idea of an intuitive world editor GUI (like the Warcraft 3 one, but more advanced) enhanced by AI to automatically generate maps, terrain, and quests is an area of active development.
I was banned from the Hive Discord server for posting a text file in MD (.md) format that I created myself using Windows Notepad to avoid a giant wall of text taking up almost the entire screen. Unfortunately, as far as I know, Discord doesn't have a similar Spoiler feature.












