Game Tales: Cray YMP (2010)
rome.ro
rome.ro
Just before a tour group came by, he hid inside the Cray, and waited for them to arrive. Then he casually strolled out from the Cray, pulling up the zipper of his jeans, with a relieved expression on his face.
But it seems like the SGI Challenge architecture makes more sense in 1995. An Onyx would be half the price of that Y-MP, with superior graphics. A Power Challenge GR would as performant as the Y-MP, again with superior graphics, though I suspect about the same price. And anything from SGI has better OS and development tools than UNICOS did at the time. Plus they're easier to install, power and cool.
I suspect that moving over to Win32 probably conferred a lot of advantages, developing on the same system that is your target market. I wonder if they would have ultimately done that even if the Cray deal was on the table.
As someone who used both: it also would be a massive downgrade in terms of reliability and system stability. The Onyx I had access to had regular problems with various system hangs and lockups.
https://games.slashdot.org/story/99/10/15/1012230/john-carma...
Mind you, you might also like to count how many awesome genre-defining games Carmack worked on after Romero got the boot...
Not that many, really, after their collaboration ended.
but then ID games were always more about the tech then the games themselves.
While reading over the backlog of filfre.net articles i recall running into a quote about how game developers are notorious for forgetting everything about story and such when new tech comes along. Resulting in games that are basically spruced up tech demos for the first few years.
we can kinda see the shift with Quake3 vs Half-Life.
Q3 had the better engine, but HL had a solid story and presentation.
Meaning that by that time the world of 3D engines had matured, and people were less likely to be wowed by higher polygon counts and more lights.
Why do you think I should count Carmack games? I have nothing against the guy and I'm fully aware of his accomplishments. I was merely commenting what Romero wrote.
The rest of the article is all "we" but towards the end it is "I released Quake", "I quit".
Funny thing is that i seem to recall the gaming press back then putting the blame squarely on Romero for Quake languishing in development hell. This because he kept changing his mind about the theme of the game, resulting in the hodgepodge of map styles and enemies we encounter.