Latest News
spacer View All spacer
 
November 21, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [10]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [8]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Features
spacer View All spacer
 
November 21, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [5]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [6]
 
arrow iPhone Piracy: The Inside Story [48]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 21, 2009
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
 
Designing Games Is About Matching Personalities [1]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 21, 2009
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
Texture Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sony Online Entertainment
Brand Manager
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Crystal Dynamics
Sr. Level Designer
 
Gargantuan Studios
Lead World Designer
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
News

  id's Carmack Talks Quake III iPhone Experiments
by Staff, Chris Remo
0 comments
Share RSS
 
 
February 26, 2009
 
id's Carmack Talks  Quake III  iPhone Experiments
Advertisement
id Software legend John Carmack says Quake III is being tested on iPhone, and might include Quake Live's level upgrades if launched as a product.

Doom and Quake creator id has already confirmed that Wolfenstein RPG is coming to the iPhone, converted from other mobile devices.

But Carmack talked to Gamasutra about his experimental work on Apple's handheld while discussing the launch of Quake Live, which is based on Quake III and debuted as a browser-based multiplayer game yesterday.

Discussing the renderer for Quake Live itself, Carmack noted:

"It's interesting, because I am kind of poking through the Quake III codebase on the iPhone right now, for some after-hours work a couple of us are doing. I'm going to have to go in and make some serious renderer changes to get that up to the performance that I want."

Later in the interview, when asked more directly about possibilities for Quake III and other id products on the iPhone, Carmack explained:

"I could go on for a long time, again, just about the iPhone stuff. We've got a couple things going on on that [including Wolfenstein RPG], and some things have not gone great with our working with outside companies on it.

But there are several of us that are poking around in our somewhat after-hours and discretionary time on things. It's kind of exciting to look at that. We're working with a more vanilla Quake III codebase.

But now that I'm thinking about all this stuff, if we turned this into a product, even if it's not part of the Quake Live framework, we'll probably go in and pick up all the tweaks and changes to the core gameplay and the levels that have been developed for Quake Live."

The rest of Carmack and Marty Stratton's interview on Quake Live is now available to read on Gamasutra, including lots more on technical underpinnings and design considerations for the browser-based multiplayer title.
 
   
 
Comments

none
 
Comment:
 


Submit Comment