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John Carmack Keynote - Quakecon 2013

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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.

10 comments from Hacker News

@ramidarigaz2014-09 · 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

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@qznc2016-04 · 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

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@Arjuna2014-11 · 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.)

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@oconnor6632021-02 · in “Functorio”

John Carmack spent some time in one of his famous keynotes talking about functional programming. On the one hand, obviously video games tend to be very stateful, and implementing them in imperative terms is natural. On the other hand, tons of specific things you do inside a game (or in any program) can be described as pure functions, and doing that is often a great idea. I think it was this part of this keynote: ▶ this video

@kungtotte2020-07 · in “How do I design a game from scratch? A primer on core loops”

John Carmack has some ideas on how to use immutable copies of the game state and functional programming concepts to create something that's easily parallelized. I saw it in an old QuakeCon keynote: ▶ this video