In 1991, a single coding marathon transformed not just the gaming world, but also the field of aerospace engineering. This is the incredible story of DOOM and the relentless pursuit of innovation.
The journey begins in February 1991, when a group of programmers at Softdisk, hungry for something more than their monthly game creation cycle, had a breakthrough idea.
The Spark of Innovation
It was John Carmack who ignited the spark. While at Softdisk, he developed a revolutionary way to rapidly side-scroll graphics on PC. This was groundbreaking, a feat no one had achieved before. The team, inspired, created a demo of Super Mario Bros. 3 with *Dangerous Dave* characters.
Though Nintendo passed on the demo, this moment marked the birth of something extraordinary: the realization that they had stumbled upon a game-changer.
This led to the formation of ID Software in February 1991, a move that would forever change the landscape of gaming.
From Side-Scrolling to 3D Worlds
Their first game, Commander Keen, generated an unprecedented revenue, eclipsing Apogee's monthly income tenfold. However, for Carmack, the potential was far greater. He wasn't satisfied with side-scrolling or flat surfaces. He envisioned truly immersive 3D environments.
Carmack implemented Binary Space Partitioning (BSP) in DOOM, a technique previously unused in video games. This allowed the game engine to swiftly determine which parts of the environment were visible to the player, revolutionizing game design.
The 28-Hour Marathon
The development of DOOM started in November 1992. As the deadline approached and the code lagged behind, Carmack undertook an extraordinary feat: a 28-hour coding marathon.
DOOM: A Game-Changer
The result of this marathon wasn't just a game; it was a revolution. The DOOM engine was a marvel of technology:
- Advanced 3D rendering system
- Dynamic lighting systems
- Complex level architecture
- Support for multiplayer gameplay
And the way they built it was as innovative as the engine itself.
The Power of Efficient Design
They used NeXTStep, a Unix-based system, to create DoomED, a level editor that prioritized creativity over coding. This enabled designers to combine bitmaps without tedious redrawing, forever changing game development processes.
The DOOM engine's efficiency was also revolutionary, setting new standards for 3D graphics and gameplay. But its impact extended far beyond the gaming world.
From Gaming to Aerospace
The principles Carmack developed while making DOOM—rapid iteration, modular design, and efficient resource use—later influenced his work in a vastly different field. After gaming, he founded Armadillo Aerospace.
Applying the same rapid development principles, he built modular rocket systems, echoing DOOM's modular engine. The gaming industry's methods were now revolutionizing space travel.
The Power of Innovation and Obsession
This story highlights the true power of innovation. It's not just about solving immediate problems but about developing principles that can transform entire industries.
But there's also a deeper lesson: Greatness requires obsession. When Carmack coded for 28 hours straight, he wasn't just meeting a deadline; he was pushing the boundaries of what was possible. This relentless pursuit of excellence is what fuels innovation and drives the creation of billion-dollar empires.
Source: Terry Kim On X