Orcs & Elves

May 2nd, 2006 | John Carmack's Blog

I'm not managing to make regular updates here, but I'll keep this around just in case. I have a bunch of things that I want to talk about -- some thoughts on programming style and reliability, OpenGL, Xbox 360, etc, but we have a timely topic with the release of our second mobile game, Orcs & Elves, that has spurred me into making this update.

DoomRPG, our (Id Software's and Fountainhead Entertainment's) first mobile title, has been very successful, both in sales and in awards. I predict that the interpolated turn based style of 3D gaming will be widely adopted on the mobile platform, because it plays very naturally on a conventional cell phone. Gaming will be a lot better when there is a mass market of phones that can be played more like a gamepad, but you need to make do with what you actually have.

One of the interesting things about mobile games is that the sales curve is not at all like the drastically front loaded curve of a PC or console game. DoomRPG is selling better now than when it was initially released, and the numbers are promising for supporting additional development work. However, unless I am pleasantly surprised, the hardware capabilities are going to advance much faster than the market in the next couple years, leading to an unusual situation where you can only afford to develop fairly crude games on incredibly powerful hardware. Perhaps "elegantly simple" would be the better way of looking at it, but it will still wind up being like developing an Xbox title for $500,000. That will wind up being great for many small game companies that just want to explore an idea, but having resource far in excess of your demands does minimize the value of being a hot shot programmer. :-)

To some degree this is already the case on high end BREW phones today. I have a pretty clear idea what a maxed out software renderer would look like for that class of phones, and it wouldn't be the PlayStation-esq 3D graphics that seems to be the standard direction. When I was doing the graphics engine upgrades for BREW, I started along those lines, but after putting in a couple days at it I realized that I just couldn't afford to spend the time to finish the work. "A clear vision" doesn't mean I can necessarily implement it in a very small integral number of days. I wound up going with a less efficient and less flexible approach that was simple and robust enough to not likely need any more support from me after I handed it over (it didn't).

During the development of DoomRPG, I had commented that it seemed obvious that it should be followed up with a "traditional, Orcs&Elves sort of fantasy game". A couple people independently commented that "Orcs&Elves" wasn't a bad name for a game so since we didn't run into any obstacles, Orcs& Elves it was. Naming new projects is a lot harder than most people think, because of trademark issues.

In hindsight, we made a strategic mistake at the start of O&E development. We were fresh off the high end BREW version of DoomRPG, and we all liked developing on BREW a lot better than Java. It isn't that BREW is inherently brilliant, it just avoids the deep sucking nature of java for resource constrained platforms (however, note the above about many mobile games not being resource constrained in the future), and allows you to work inside visual studio. O&E development was started high-end first with the low-end versions done afterwards. I should have known better (Anna was certainly suspicious), because it is always easier to add flashy features without introducing any negatives than it is to chop things out without damaging the core value of a game. The high end version is really wonderful, with all the graphics, sound, and gameplay we aimed for, but when we went to do the low end versions, we found that even after cutting the media as we planned, we were still a long way over the 280k java application limit. Rather than just butchering it, we went for pain, suffering, and schedule slippage, eventually delivering a game that still maintained high quality after the de-scoping (the low end platforms still represent the majority of the market). It would have been much easier to go the other way, but the high end phone users will be happy with our mistake.

DoomRPG had three base platforms that were customized for different phones -- Java, low end BREW, and high end BREW. O&E added a high end java version that kept most of the quality of the high end BREW version on phones fast enough to support it from carriers willing to allow the larger download. The download size limits are probably the most significant restriction for gaming on the high end phones. I don't really understand why the carriers encourage streaming video traffic, but balk at a couple megs of game media.

I am really looking forward to the response to Orcs&Elves, because I think it is one of the best product evolutions I have been involved in. The core game play mechanics that were laid out in DoomRPG have proven strong and versatile (again, I bet we have a stable genre here), but now we have a big bag of tricks and a year of polishing the experience behind us, along with a world of some depth. I found it a very good indicator that play testers almost always lost track of time while playing.

This project was doubly nostalgic for me -- the technology was over a decade old for me, but the content took me back twenty years. All the computer games I wrote in high school were adventure games, and my first two commercial sales were Ultima style games for the Apple II, but Id Software never got around to doing one. Old timers may recall that we were going to do a fantasy game called "The Fight For Justice" (starring a hero called Quake...) after Commander Keen, but Wolfenstein 3D and the birth of the FPS sort of got in the way. :-)

John Carmack




Cell phone adventures

March 27th, 2005 | John Carmack's Blog

Cell phone adventures

Cell phone adventures

 

I’m not a cell phone guy. I resisted getting one at all for years, and even now I rarely carry it. To a first approximation, I don’t really like talking to most people, so I don’t go out of my way to enable people to call me. However, a little while ago I misplaced the old phone I usually take to Armadillo, and my wife picked up a more modern one for me. It had a nice color screen and a bunch of bad java game demos on it. The bad java games did it.

 

I am a big proponent of temporarily changing programming scope every once in a while to reset some assumptions and habits. After Quake 3, I spent some time writing driver code for the Utah-GLX project to give myself more empathy for the various hardware vendors and get back to some low-level register programming. This time, I decided I was going to work on a cell phone game.

 

I wrote a couple java programs several years ago, and I was left with a generally favorable impression of the language. I dug out my old “java in a nutshell” and started browsing around on the web for information on programming for cell phones. After working my way through the alphabet soup of J2ME, CLDC, and MIDP, I’ve found that writing for the platform is pretty easy.

 

In fact, I think it would be an interesting environment for beginning programmers to learn on. I started programming on an Apple II a long time ago, when you could just do an “hgr” and start drawing to the screen, which was rewarding. For years, I’ve had misgivings about people learning programming on Win32 (unix / X would be even worse), where it takes a lot of arcane crap just to get to the point of drawing something on the screen and responding to input. I assume most beginners wind up with a lot of block copied code that they don’t really understand.

 

All the documentation and tools needed are free off the web, and there is an inherent neatness to being able to put the program on your phone and walk away from the computer. I wound up using the latest release of NetBeans with the mobility module, which works pretty well. It certainly isn’t MSDev, but for a free IDE it seems very capable. On the downside, MIDP debugging sessions are very flaky, and there is something deeply wrong when text editing on a 3.6 ghz processor is anything but instantaneous.

 

I spent a while thinking about what would actually make a good game for the platform, which is a very different design space than PCs or consoles. The program and data sizes are tiny, under 200k for java jar files. A single texture is larger than that in our mainstream games. The data sizes to screen ratios are also far out of the range we are used to. A 128x128x16+ bit color screen can display some very nice graphics, but you could only store a half dozen uncompressed screens in your entire size budget. Contrast with PCs, which may be up to a few megabytes of display data, but the total game data may be five hundred times that.

 

You aren’t going to be able to make an immersive experience on a 2” screen, no matter what the graphics look like. Moody and atmospheric are pretty much out. Stylish and fun is about the best you can do.

 

The standard cell phone style discrete button direction pad with a center action button is a good interface for one handed navigation and selection, but it sucks for games, where you really want a game boy style rocking direction pad for one thumb, and a couple separate action buttons for the other thumb. These styles of input are in conflict with each other, so it may never get any better. The majority of traditional action games just don’t work well with cell phone style input.

 

Network packet latency is bad, and not expected to be improving in the foreseeable future, so multiplayer action games are pretty much out (but see below).

 

I have a small list of games that I think would work out well, but what I decided to work on is DoomRPG – sort of Bard’s Tale meets Doom. Step based smooth sliding/turning tile movement and combat works out well for the phone input buttons, and exploring a 3D world through the cell phone window is pretty neat. We talked to Jamdat about the business side of things, and hired Fountainhead Entertainment to turn my proof-of-concept demo and game plans into a full-featured game.

 

So, for the past month or so I have been spending about a day a week on cell phone development. Somewhat to my surprise, there is very little internal conflict switching off from the high end work during the day with gigs of data and multi-hundred instruction fragment shaders down to texture mapping in java at night with one table lookup per pixel and 100k of graphics. It’s all just programming and design work.

 

It turns out that I’m a lot less fond of Java for resource-constrained work. I remember all the little gripes I had with the Java language, like no unsigned bytes, and the consequences of strong typing, like no memset, and the inability to read resources into anything but a char array, but the frustrating issues are details down close to the hardware.

 

The biggest problem is that Java is really slow. On a pure cpu / memory / display / communications level, most modern cell phones should be considerably better gaming platforms than a Game Boy Advanced. With Java, on most phones you are left with about the CPU power of an original 4.77 mhz IBM PC, and lousy control over everything.

 

I spent a fair amount of time looking at java byte code disassembly while optimizing my little rendering engine. This is interesting fun like any other optimization problem, but it alternates with a bleak knowledge that even the most inspired java code is going to be a fraction the performance of pedestrian native C code.

 

Even compiled to completely native code, Java semantic requirements like range checking on every array access hobble it. One of the phones (Motorola i730) has an option that does some load time compiling to improve performance, which does help a lot, but you have no idea what it is doing, and innocuous code changes can cause the compilable heuristic to fail.

 

Write-once-run-anywhere. Ha. Hahahahaha. We are only testing on four platforms right now, and not a single pair has the exact same quirks. All the commercial games are tweaked and compiled individually for each (often 100+) platform. Portability is not a justification for the awful performance.

 

Security on a cell phone is justification for doing something, but an interpreter isn’t a requirement – memory management units can do just as well. I suspect this did have something to do with Java’s adoption early on. A simple embedded processor with no MMU could run arbitrary programs securely with java, which might make it the only practical option. However, once you start using blazingly fast processors to improve the awful performance, a MMU with a classic OS model looks a whole lot better.

 

Even saddled with very low computing performance, tighter implementation of the platform interface could help out a lot. I’m not seeing very conscientious work on the platforms so far. For instance, there is just no excuse for having 10+ millisecond granularity in timing. Given that the java paradigm is sort of thread-happy anyway, having a real scheduler that Does The Right Thing with priorities and hardware interfacing would be an obvious thing. Pressing a key should generate a hardware interrupt, which should immediately activate the key listening thread, which should be able to immediately kill an in-process rendering and restart another one if desired. The attitude seems to be 15 msec here, 20 there, stick it on a queue, finish up a timeslice, who cares, right?

 

I suspect I will enjoy working with BREW, the competing standard for cell phone games. It lets you use raw C/C++ code, or even, I suppose, assembly language, which completely changes the design options. Unfortunately, they only have a quarter the market share that the J2ME phones have. Also, the relatively open java platform development strategy is what got me into this in the first place – one night I just tried writing a program for my cell phone, which isn’t possible for the more proprietary BREW platform.

 

I have a serious suggestion for the handset designers to go with my idle bitching. I have been told that fixing data packet latency is apparently not in the cards, and it isn’t even expected to improve much with the change to 3G infrastructure. Packet data communication seems more modern, and has the luster of the web, but it is worth realizing that for network games and many other flashy Internet technologies like streaming audio and video, we use packets to rather inefficiently simulate a switched circuit.

 

Cell phones already have a very low latency digital data path – the circuit switched channel used for voice. Some phones have included cellular modems that use either the CSD standard (circuit switched data) at 9.8Kbits or 14.4Kbits or the HSCSD standard (high speed circuit switched data) at 38.4Kbits or 57.6Kbits. Even the 9.8Kbit speed would be great for networked games. A wide variety of two player peer-to-peer games and multiplayer packet server based games could be implemented over this with excellent performance. Gamers generally have poor memories of playing over even the highest speed analog modems, but most of the problems are due to having far too many buffers and abstractions between the data producers/consumers and the actual wire interface. If you wrote eight bytes to the device and it went in the next damned frame (instead of the OS buffer, which feeds into a serial FIFO, which goes into another serial FIFO, which goes into a data compressor, which goes into an error corrector, and probably a few other things before getting into a wire frame), life would be quite good. If you had a real time scheduler, a single frame buffer would be sufficient, but since that isn’t likely to happen, having an OS buffer with accurate queries of the FIFO positions is probably best. The worst gaming experiences with modems weren’t due to bandwidth or latency, but to buffer pileup.

 

 

 



Welcome, Q3 source, Graphics

December 31st, 2004 | John Carmack's Blog

Quake 3 Source

December 31, 2004

 

Welcome

 

I get a pretty steady trickle of emails from people hoping for .plan file updates. There were two main factors involved in my not doing updates for a long time – a good chunk of my time and interest was sucked into Armadillo Aerospace, and the fact that the work I had been doing at Id for the last half of Doom 3 development was basically pretty damn boring.

 

The Armadillo work has been very rewarding from a learning-lots-of-new-stuff perspective, and I’m still committed to the vehicle development, even post X-Prize, but the work at Id is back to a high level of interest now that we are working on a new game with new technology. I keep running across topics that are interesting to talk about, and the Armadillo updates have been a pretty good way for me to organize my thoughts, so I’m going to give it a more general try here. .plan files were appropriate ten years ago, and sort of retro-cute several years ago, but I’ll be sensible and use the web.

 

I’m not quite sure what the tone is going to be – there will probably be some general interest stuff, but a bunch of things will only be of interest to hardcore graphics geeks.

 

I have had some hesitation about doing this because there are a hundred times as many people interested in listening to me talk about games / graphics / computers as there are people interested in rocket fabrication, and my mailbox is already rather time consuming to get through.

 

If you really, really want to email me, add a “[JC]” in the subject header so the mail gets filtered to a mailbox that isn’t clogged with spam. I can’t respond to most of the email I get, but I do read everything that doesn’t immediately scan as spam. Unfortunately, the probability of getting an answer from me doesn’t have a lot of correlation with the quality of the question, because what I am doing at the instant I read it is more dominant, and there is even a negative correlation for “deep” questions that I don’t want to make an off-the-cuff response to.

 

Quake 3 Source

 

I intended to release the Q3 source under the GPL by the end of 2004, but we had another large technology licensing deal go through, and it would be poor form to make the source public a few months after a company paid hundreds of thousands of dollars for full rights to it. True, being public under the GPL isn’t the same as having a royalty free license without the need to disclose the source, but I’m pretty sure there would be some hard feelings.

 

Previous source code releases were held up until the last commercial license of the technology shipped, but with the evolving nature of game engines today, it is a lot less clear. There are still bits of early Quake code in Half Life 2, and the remaining licensees of Q3 technology intend to continue their internal developments along similar lines, so there probably won’t be nearly as sharp a cutoff as before. I am still committed to making as much source public as I can, and I won’t wait until the titles from the latest deal have actually shipped, but it is still going to be a little while before I feel comfortable doing the release.

 

Random Graphics Thoughts

 

Years ago, when I first heard about the inclusion of derivative instructions in fragment programs, I couldn’t think of anything off hand that I wanted them for. As I start working on a new generation of rendering code, uses for them come up a lot more often than I expected.

 

I can’t actually use them in our production code because it is an Nvidia-only feature at the moment, but it is convenient to do experimental code with the nv_fragment_program extension before figuring out various ways to build funny texture mip maps so that the built in texture filtering hardware calculates a value somewhat like the derivative I wanted.

 

If you are basically just looking for plane information, as you would for modifying things with texture magnification or stretching shadow buffer filter kernels, the derivatives work out pretty well. However, if you are looking at a derived value, like a normal read from a texture, the results are almost useless because of the way they are calculated. In an ideal world, all of the samples to be differenced would be calculated at once, then the derivatives calculated from there, but the hardware only calculates 2x2 blocks at a time. Each of the four pixels in the block is given the same derivative, and there is no influence from neighboring pixels. This gives derivative information that is basically half the resolution of the screen and sort of point sampled. You can often see this effect with bump mapped environment mapping into a mip-mapped cube map, where the texture LOD changes discretely along the 2x2 blocks. Explicitly coloring based on the derivatives of a normal map really shows how nasty the calculated value is.

 

Speaking of bump mapped environment sampling… I spent a little while tracking down a highlight that I thought was misplaced. In retrospect it is obvious, but I never considered the artifact before: With a bump mapped surface, some of the on-screen normals will actually be facing away from the viewer. This causes minor problems with lighting, but when you are making a reflection vector from it, the vector starts reflecting into the opposite hemisphere, resulting in some sky-looking pixels near bottom edges on the model. Clamping the surface normal to not face away isn’t a good solution, because you get areas that “see right through” to the environment map, because a reflection past a clamped perpendicular vector doesn’t change the viewing vector. I could probably ramp things based on the geometric normal somewhat, and possibly pre-calculate some data into the normal maps, but I decided it wasn’t a significant enough issue to be worth any more development effort or speed hit.

 

Speaking of cube maps… The edge filtering on cube maps is showing up as an issue for some algorithms. The hardware basically picks a face, then treats it just like a 2D texture. This is fine in the middle of the texture, but at the edges (which are a larger and larger fraction as size decreases) the filter kernel just clamps instead of being able to sample the neighbors in an adjacent cube face. This is generally a non-issue for classic environment mapping, but when you start using cube map lookups with explicit LOD bias inputs (say, to simulate variable specular powers into an environment map) you can wind up with a surface covered with six constant color patches instead of the smoothly filtered coloration you want. The classic solution would be to implement border texels, but that is pretty nasty for the hardware and API, and would require either the application or the driver to actually copy the border texels from all the other faces. Last I heard, upcoming hardware was going to start actually fetching from the other side textures directly. A second-tier chip company claimed to do this correctly a while ago, but I never actually tested it.

 

Topics continue to chain together, I’ll probably write some more next week.

 

 








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