Comment by cubefox
3 hours ago
In an interview with Lex Fridman, John Carmack said that in retrospect, Quake was too ambitious in terms of development time, as it both introduced network play and a fully polygonal 3D engine written in assembly. So it would have been better to split the work in two and publish a "Network Doom" first and then build on that with a polygonal Quake.
Which seems to imply that the network stack was about as difficult to implement as the new 3D engine.
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