The cost of adding a feature isn't just the time it takes to code it. The cost also includes the addition of an obstacle to future expansion. ... The trick is to pick the features that don't fight each other.
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 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