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TimSweeneyEpic's profile
Tim Sweeney
Tim Sweeney
Tim Sweeney
@TimSweeneyEpic

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Tim Sweeney

@TimSweeneyEpic

Epic Games founder & CEO

epicgames.com
Joined August 2013

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    Tim Sweeney‏ @TimSweeneyEpic 17 Nov 2019
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    Back when Mark Rein was at id Software in 1992, he was telling me about Carmack’s new “bitmap holography” tech. It sounded like a crazy hack that would be too slow. Now it’s known as texture mapping and here we are! You don’t always need to have faith, just gotta do the work.

    10:00 AM - 17 Nov 2019
    • 142 Retweets
    • 1,144 Likes
    • Hermit_ 'The uncrowned prince of Dallas' Filip Aničić ༄Brandon Rosado🕴 Marmot 🍕 Sakerr1 Levi McCallum Thomas Boggini Handsome Zak PeenScreeker
    23 replies 142 retweets 1,144 likes
      1. New conversation
      2. Jaakko Lehtinen‏ @jaakkolehtinen 17 Nov 2019
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        Replying to @TimSweeneyEpic

        To be fair though, Ed Catmull had come up with texture mapping in the 70s and it was in widespread use at the time (eg. REYES). Not to take away any of JC’s ingenuity. History of games&real-time graphics is full of reinvention. We did our modest share in Max Payne 1&2.

        2 replies 0 retweets 45 likes
      3. scar3crow‏ @scar3crowdotcom 17 Nov 2019
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        Replying to @jaakkolehtinen @TimSweeneyEpic

        The story of real time graphics is basically a history of gradually recreating the accomplishments of the 70s and 80s on the shoestring budget that is a single frame of a consumer device.

        3 replies 1 retweet 33 likes
      4. 4 more replies
      1. mike 🌵black‏ @kurtruslfanclub 17 Nov 2019
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        Replying to @TimSweeneyEpic

        bitmap holography is a much less descriptive term but waaaaay more fun

        0 replies 0 retweets 37 likes
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      1. George Broussard‏ @georgebsocial 17 Nov 2019
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        Replying to @TimSweeneyEpic

        I remember him talking about it during keen 4 and ramping up to Wolfenstein. I was like “cool story, what the hell are you talking about?” :)

        0 replies 0 retweets 32 likes
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      1. New conversation
      2. Chad Barb‏ @chadbarb 17 Nov 2019
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        Replying to @TimSweeneyEpic

        As fascinating a resource as the Wolf3d/Doom source is, they’re sort of a fait accompli, lacking failed experiments. Part of the fun is id always has their own names for things, e.g., “clipping” (player collision) “brushes” (polytopes.)

        1 reply 0 retweets 6 likes
      3. Boltzmann Brain Think Tank‏ @PLT_cheater 17 Nov 2019
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        Replying to @chadbarb @TimSweeneyEpic

        agreed. Tim, when will you release Unreal 95 source?

        0 replies 0 retweets 5 likes
      4. End of conversation
      1. New conversation
      2. Adrian Lopez‏ @PaladinZilch 17 Nov 2019
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        Replying to @TimSweeneyEpic

        Texture mapping predates Wolfenstein by almost two decades. Do you mean Carmack was the first to do it in real time? (And was he?)

        2 replies 0 retweets 2 likes
      3. fold‏ @foldablechair 17 Nov 2019
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        Replying to @PaladinZilch @TimSweeneyEpic

        The column based texture mapping in wolf was highly specialised. Bit of a hack really, but a good one.

        1 reply 0 retweets 7 likes
      4. 1 more reply
      1. Λlfredo‏ @alfredo_xr 17 Nov 2019
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        Replying to @TimSweeneyEpic

        I'd like to know sometime how 3d graphics accelerators came to be from the pov of the top game developers during that time.

        0 replies 0 retweets 7 likes
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