Author here. I wanted to share this piece of personal and technical history from the early days of 3D graphics. The article covers the meeting on my houseboat with Jensen, Curtis, and Chris in 1993, working on biquadratic texture mapping for the NV1, and how Microsoft’s sudden pivot to triangles in DirectX nearly broke the company before their pivot to the RIVA 128.
It also digs into the paperwork anomaly I recently uncovered regarding my Technical Advisory Board options and the vesting schedule. Happy to answer any technical questions about the early 90s VR/graphics scene or the NV1 era!
I hope to have such a retirement, although my interest is primarily in video games.
I dream of making high quality games that you buy once, and after a bit I’d open source everything. I’d also love to hire a small team, I’d probably move to a cheaper country though.
Unfortunately the game industry is a horrible business if you need to make an income though.
Eric_Gullichsen · · focus · HN ↗
999900000999 · · focus · HN ↗
I’m in a small game dev group and I very much enjoy seeing how older engineers tackle problems.
Eric_Gullichsen · · focus · HN ↗
999900000999 · · focus · HN ↗
I hope to have such a retirement, although my interest is primarily in video games.
I dream of making high quality games that you buy once, and after a bit I’d open source everything. I’d also love to hire a small team, I’d probably move to a cheaper country though.
Unfortunately the game industry is a horrible business if you need to make an income though.