After a few games, Todd gave me a challenge:
Thoroughly understand multilevel pointers, and then explain it back. In doing that, there would be a cash reward.
Hell yeah! So, I studied. Eventually, something clicked and I was able to answer those interview-style questions he threw at me. I ran the whole “money from a video game” thing past my parents, and Todd followed through on his promise. That small gesture fueled an understanding that projected into a career.
Interesting article, it's worth a read; there are good people behind it. Thanks again.
The software renders of yore actually got me thinking about them in a modern context, how they could be extended, and in what ways they could compete with GPU-based algorithms on a per-cycle basis. I think there is still much area to be explored here, given we mostly stopped researching realtime software rendering as GPUs became dominant - I think there is a lot of unexplored area left.
Also one piece of software I think is severely underrated is Ken Silverman's Voxlap:
Released in 2002, it was way ahead of its time.
Can anyone explain this to an assembly rookie?
Not was the last. Obvisuly, the guy that wrote this on 2001, not know UnrealEd. The map editor for Unreal engines have this capability. Eventually, even map editors for classic DooM would have it (Check DoomBuilder for example)