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November 27, 2022 - January 12, 2023
Making a game, writing code, for Carmack, was increasingly becoming an exercise in elegance: how to write something that achieved the desired effect in the cleanest way possible.
So in early 1995, Alex and his team developed a technology that made sure a game would run on Windows no matter how a computer’s hardware might change. The technology was called DirectX.
Valve, a Seattle-based company founded by some former Microsoft employees, had licensed the Quake engine to make Half-Life, a game that had previewed at E3 to a favorable response.
“Exploring, in a safe and controlled context, what is impossible or too dangerous or forbidden . . . is a crucial tool in accepting the limits of reality. Playing with rage is a valuable way to reduce its power. Being evil and destructive in imagination is a vital compensation for the wildness we all have to surrender on our way to being good people.”
“In the information age, the barriers just aren’t there,” he said. “The barriers are self-imposed. If you want to set off and go develop some grand new thing, you don’t need millions of dollars of capitalization. You need enough pizza and Diet Coke to stick in your refrigerator, a cheap PC to work on, and the dedication to go through with it. We slept on floors. We waded across rivers.”