You can prematurely optimize maintainability, flexibility, security, and robustness just like you can performance.
John CarmackAn interesting question: is it easier to motivate a learned individual that never does anything, or educate an ignorant individual that actually produces things?
John CarmackIt is difficult to make good scalable use of a CPU like you can of a graphics card. You certainly don't want 'better or worse' physics or AI in your game
John CarmackBecause of the nature of Moore's law, anything that an extremely clever graphics programmer can do at one point can be replicated by a merely competent programmer some number of years later.
John CarmackThe Escalation programmers come from a completely different background, and the codebase is all STL this, boost that, fill-up-the-property list, dispatch the event, and delegate that. I had been harboring some suspicions that our big codebases might benefit from the application of some more of the various โmodernโ C++ design patterns, despite seeing other large game codebases suffer under them. I have since recanted that suspicion.
John Carmack