John Carmack: Doom, Quake, VR, AGI, Programming, Video Games, and Rockets

John Carmack · 57,667 词 · 查看原文 ↗
技术与编程音乐与艺术AI 与机器学习生物与进化政治与社会
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卡马克谈Doom、VR、AGI与编程哲学

这是 Lex Fridman 与传奇程序员 John Carmack 的超长对话,Carmack 是 Doom 和 Quake 的创造者,后来成为 Oculus VR 的 CTO,现在专注于 AGI 研究。对话涵盖了他的编程哲学、游戏开发史、VR 技术的现状与未来,以及他对 AGI 的独特工程师视角。

游戏开发编程VRAGIDoom工程哲学

John Carmack 是传奇游戏程序员,id Software 联合创始人,Doom 和 Quake 的技术架构师,后担任 Oculus VR CTO,现专注于 AGI 研究。被认为是有史以来最伟大的程序员之一。

📌 核心观点
  • Carmack 回忆了 Doom 诞生的历史性时刻:当第一个 3D 第一人称视角演示出现时,玩家几乎从椅子上摔下来——这种沉浸感是前所未有的,彻底改变了游戏行业。
  • 他对编程有极度务实的哲学:代码的价值在于它能做什么,而不是它有多优雅。他以「火箭科学」类比——最终目标是让火箭飞起来,而不是写出漂亮的代码。
  • 关于 VR,Carmack 认为当前最大的挑战不是技术,而是「杀手级应用」的缺失——VR 需要一个像 Doom 之于 PC 游戏那样的定义性体验,才能真正普及。
  • 他对 AGI 持工程师视角:不相信神秘的「涌现」,而是认为 AGI 是可以通过系统性工程方法实现的目标,当前的 LLM 已经展示了令人惊讶的能力,但还缺少关键的推理和规划能力。
  • Carmack 分享了他的工作方式:极度专注、长时间深度工作、避免会议和干扰,他认为真正的生产力来自于不被打断的深度思考时间。
✨ 金句摘录
Carmack:艺术中没有正确答案,我们都在做实验寻找出路。
Carmack:代码的价值在于它能做什么,而不是它有多优雅——最终目标是让火箭飞起来。
Carmack:当那个 3D 演示出现时,他几乎从椅子上摔下来——游戏就是不会给你那种震撼感,但那次不同。
📋 章节目录

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🔑 关键词
goingdoinggamedongamesgotcodestuffworkinginterestingprogrammingdidnablebettermadedonewaysvaluelanguagedoom
💬 精彩语录

暂无语录

🎙️ 完整对话(7028 条)
Lex Fridman (00:00.000)
I remember the reaction where he had drawn these characters
我记得他画这些人物时的反应
Lex Fridman (00:02.560)
and he was slowly moving around
他慢慢地走来走去
Lex Fridman (00:04.200)
and like people had no experience with 3D navigation.
就像人们没有 3D 导航经验一样。
Lex Fridman (00:06.960)
It was all still keyboard.
一切仍然是键盘。
Lex Fridman (00:07.920)
We didn't even have mice set up at that time,
我们当时连老鼠都没有设置,
Lex Fridman (00:10.960)
but slowly moving, going up, picked up a key, go to a wall.
但慢慢地移动,向上走,拿起一把钥匙,走到墙边。
Lex Fridman (00:14.740)
The wall disappears in a little animation
墙在一个小动画中消失
Lex Fridman (00:16.800)
and there's a monster like right there.
那里有一个像这样的怪物。
Lex Fridman (00:18.760)
And he practically fell out of his chair.
他几乎从椅子上摔下来。
John Carmack (00:20.440)
It was just like, ah, and games just didn't do that.
就像,啊,游戏并没有做到这一点。
Lex Fridman (00:24.680)
You know, the games were the God's eye view.
你知道,比赛是上帝视角。
John Carmack (00:26.800)
You were a little invested in your little guy.
你对你的小家伙有点投入。
Lex Fridman (00:28.760)
You can be like, you know, happy or sad when things happen,
你知道,当事情发生时你可以感到高兴或悲伤,
Lex Fridman (00:32.200)
but you just did not get that kind of startled reaction.
但你只是没有得到那种震惊的反应。
Lex Fridman (00:34.880)
You weren't inside the game.
你不在游戏内。
John Carmack (00:36.360)
Something in the back of your brain,
你大脑后部的一些东西
Lex Fridman (00:38.000)
some reptile brain thing is just going,
一些爬行动物的大脑正在发生,
John Carmack (00:40.200)
oh shit, something just happened.
哦该死,刚刚发生了一些事情。
Lex Fridman (00:42.400)
And that was one of those early points where it's like,
这是早期的事情之一,
John Carmack (00:44.960)
yeah, this is going to make a difference.
是的,这将会有所作为。
Lex Fridman (00:47.240)
This is going to be powerful and it's going to matter.
John Carmack (00:52.300)
The following is a conversation with John Carmack,
Lex Fridman (00:55.140)
widely considered to be one of the greatest programmers
John Carmack (00:58.520)
ever.
Lex Fridman (00:59.520)
He was the cofounder of id Software
Lex Fridman (01:01.960)
and the lead programmer on several games
Lex Fridman (01:03.880)
that revolutionized the technology, the experience,
Lex Fridman (01:07.360)
and the role of gaming in our society,
Lex Fridman (01:09.800)
including Commander Keen, Wolfenstein 3D, Doom, and Quake.
John Carmack (01:15.800)
He spent many years as the CTO of Oculus VR,
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