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    John Carmack Keynote - Quakecon 2013

    IGN

    3 HN recommenders · recommended in 9 months, 2014–2021

    YouTube

    2:49:19 · 101K views · Aug 4, 2013

    John Carmack's roughly three-hour QuakeCon 2013 keynote, delivered from a few bullet points. Topics include his Haskell experiments with functional programming and static typing, game state, and cloud gaming.

    Recommended to Carmack fans as the keynote with his functional programming adventures and for his fluent, wide-ranging talk.

    Games & Game DevelopmentGame programming & enginesTech pioneers & interviewsFunctional programming
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    10 comments from Hacker News

    1. @ramidarigazSep 2014· in “Keynote by John Carmack at Oculus Connect 2014 [video]”

      If you liked his talk, definitely check out his QuakeCon keynotes and his talk about physically based lighting. [LINK] this video [LINK]

      Strongly recommendsView on HN
    2. @ArjunaNov 2014· in “John Carmack: Functional programming in C++ (2012)”

      In case you missed it, John discussed his functional programming adventures in Haskell at QuakeCon 2013... well worth a listen. "So what I set out to do was take the original Wolfenstein 3D, and re-implement it in Haskell." [...] "I've got a few conclusions coming from it. One of them is that, there's still the question about static vs dynamic. I know that there was a survey just coming out recently where the majority of programmers are still really not behind static typing. I know that there's the two orthogonal axes about whether types are strong or weak, and whether it's static or dynamic. I come down really pretty firmly, all my experience continues to push me towards this way, that strong, static typing has really significant benefits. Sometimes it's not comfortable, sometimes you have to build up a tight scaffolding to do something that should be really easy, but there are real, strong wins to it." this video (Starts at approximately 1:21:16 in case the direct link doesn't work correctly.)

      RecommendsView on HN
    3. @qzncApr 2016· in “John Carmack's BAFTA Introduction, Speech and Interview [video]”

      Watch one of his keynotes. He sits down with some bullet points on a tablet and then talks for three hours: this video

      RecommendsView on HN
    4. @ArjunaJan 2015· in “Show HN: Rocket Renegade, a Space Shooter for iOS in Swift”

      Boys and girls, I present my first game, Rocket Renegade. "Don't you want a little taste of the glory, see what it tastes like?" [1] I rocked all of the code and the music [2], so you can run and tell that. The sprite-based graphics appear courtesy of Daniel Cook [3]. Thank you, Daniel, for the graphics that you lovingly created nearly 20 years ago on the Amiga 1200. I hope that my game makes you feel proud and nostalgic. Thank you, John Dunbar [4]. John created Plasma Sky. He was kind enough to answer a number of development-related questions that I had. I'll add that you really need Plasma Sky in your line-up if you love you some shmups. I wanted to talk about a feeling I've been experiencing. I think that you may be able to relate, but the most notable experience that I had during development was working to get comfortable with hardcore, radical, relentless persistence. What I mean here is, I worked incredibly hard to make this game a reality. I hit many roadblocks with Swift in the early betas, and it was tough. Near launch, I hit a bug where things ran flawlessly on hardware, but would have a yard-sale on some, but not all, simulators. Beyond a single hardware unit, I had to rely on simulators due to budget constraints. I've logged millions of points playing this game so that it could be the very best that I could deliver. Millions of points . I've broken down in tears, for a complex reason that's hard to explain, but I'll try, because I feel like it's important to talk

      CitesView on HN
    5. @ArjunaOct 2017· in “John Carmack's Keynote at Oculus 4 Live Stream [video]”

      This is the part... John discusses his functional programming adventures in Haskell at QuakeCon 2013. "So what I set out to do was take the original Wolfenstein 3D, and re-implement it in Haskell." [...] "I've got a few conclusions coming from it. One of them is that, there's still the question about static vs dynamic. I know that there was a survey just coming out recently where the majority of programmers are still really not behind static typing. I know that there's the two orthogonal axes about whether types are strong or weak, and whether it's static or dynamic. I come down really pretty firmly, all my experience continues to push me towards this way, that strong, static typing has really significant benefits. Sometimes it's not comfortable, sometimes you have to build up a tight scaffolding to do something that should be really easy, but there are real, strong wins to it." this video (Starts at approximately 1:21:16 in case the direct link doesn't work correctly.)

      CitesView on HN