This commit is contained in:
Wouter Groeneveld 2021-11-05 13:39:09 +01:00
parent 274d0e3aff
commit 1743321f11
1 changed files with 4 additions and 4 deletions

View File

@ -21,11 +21,11 @@ Twenty-one centuries later, the rhythmic scratches of swift and wet brush stroke
Cézanne attempted the impossible: to paint different compositions using only one canvas. Yet, the end result achieved in 1893 was a surprisingly balanced but disjointed perspective, precisely because of the unbalanced parts which were all drawn using a slightly different vantage point.
Cézanne's _Le panier de pommes_ challenged the idea of linear perspective. Painters had been employing a single vantage point for centuries to create the illusion of space and dept. Everyone just assumed it was impossible to without resorting to another canvas. This achievement earned Cézanne the title of "The Father of Modern Art", as his paintings paved the way for Fauvism and especially Pablo Picasso's and Georges Braque's Cubism art movement.
Cézanne's _Le panier de pommes_ challenged the idea of linear perspective. Painters had been employing a single vantage point for centuries to create the illusion of space and dept. Everyone just assumed it was impossible without resorting to another canvas. This achievement earned Cézanne the title of "The Father of Modern Art", as his paintings paved the way for Fauvism and especially Pablo Picasso's and Georges Braque's Cubism art movement.
In the end of the next century, the busy sound of mechanical keystrokes filled _The Black Cube_, an office space in Mesquite, Texas. A small team of designers, programmers, and artists are working on their next video game that would take by storm: John Romero, Tom Hall, Sandy Petersen, John Carmack, Dave Taylor, Adrian Carmack, and Kevin Cloud---id Software---were developing DOOM in 1992.
In the end of the next century, the busy sound of mechanical keystrokes filled _The Black Cube_, an office space in Mesquite, Texas. A small team of designers, programmers, and artists are working on their next video game that would take the world by storm: John Romero, Tom Hall, Sandy Petersen, John Carmack, Dave Taylor, Adrian Carmack, and Kevin Cloud---id Software---were developing DOOM in 1992.
The keystrokes did not come from classic beige-looking keyboards attached to 80386 IBM PCs. They came from sleek looking black keyboards connected to NeXTstation computers running the NeXTSTEP operating system, the UNIX-based precursor to MacOS. Carmack and his team found that cross-compiling on NeXT hardware dramatically increased their productivity. The workstations shipped with 17" monitors that could handle more colors and larger resolutions[^highres], helping DOOM's map designers to get the job done.
The keystrokes did not come from classic beige looking keyboards attached to 80386 IBM PCs. They came from sleek black keyboards connected to NeXTstation computers running the NeXTSTEP operating system, the UNIX-based precursor to MacOS. Carmack and his team found that cross-compiling on NeXT hardware dramatically increased their productivity. The workstations shipped with 17" monitors that could handle more colors and larger resolutions[^highres], helping DOOM's map designers to get the job done.
[^highres]: `1120x832` pixels with a density of 92 DPI, compared to standard 14" monitors delivering a resolution of `640x480`, which already was considered high-end on PCs. Read more about this awesome technology and how id Software used it in Fabian Sanglaard's [Game Engine Black Book: DOOM](https://fabiensanglard.net/gebbdoom/index.html).
@ -33,7 +33,7 @@ Carmack admitted to spending over `$100,000` on NeXT computers during the entire
---
What is the greatest common divisor between Eumenes' reaction to being cut off from Ptolemy's papyrus supplies, Paul Cézanne's stubbornness to cling onto painting multiple viewpoints on a single canvas, and id Software's decision to move a majority of the development process onto NeXT computers? All three examples showcase a challenge to overcome, and all three result in radical forward-thinking inventions.
What is the greatest common divisor between Eumenes' reaction to being cut off from Ptolemy's papyrus supplies, Paul Cézanne's stubbornness to clinging onto a single canvas to paint multiple viewpoints, and id Software's decision to move a majority of the development process onto NeXT computers? All three examples showcase a challenge to overcome, and all three result in radical forward-thinking inventions.
These challenges can be seen as _constraints_. Pergamon suddenly lost access to papyrus. How to supply paper to scholars to keep on feeding the library and expand cultural and political influence? Cézanne refused to paint two vantage points on two canvases. How to paint multiple angles using only one canvas? Carmack and his team refused to work with lower-resolution and slower hardware. How to (partially) get rid of hardware constraints?