American computer programmer and video game developer (born 1970)
John D. Carmack II
[1]
(born August 21,
[a]
1970)
[1]
is an American
computer programmer
and
video game developer
. He co-founded the video game company
id Software
and was the lead programmer of its 1990s games
Commander Keen
,
Wolfenstein 3D
,
Doom
,
Quake
, and their sequels. Carmack made innovations in
3D computer graphics
, such as his Carmack's Reverse algorithm for
shadow volumes
.
In 2013, he resigned from id Software to work full-time at
Oculus VR
as their
CTO
. In 2019, he reduced his role to Consulting CTO so he could allocate more time toward
artificial general intelligence
(AGI).
[3]
In 2022, he left Oculus to work on his AGI startup, Keen Technologies.
[6]
Biography
Early life
Carmack was born in
Shawnee Mission, Kansas
,
[1]
the son of local television news reporter Stan Carmack. He grew up in the
Kansas City metropolitan area
, where he became interested in
computers
at an early age. He attended
Shawnee Mission East High School
in
Prairie Village, Kansas
and
Raytown South High School
in nearby
Raytown, Missouri
.
Carmack was introduced to video games with the 1978
shoot 'em up
game
Space Invaders
in the
arcades
during a
summer
vacation as a child. The 1980
maze chase
arcade game
Pac-Man
also left a strong impression on him. He cited
Nintendo
designer
Shigeru Miyamoto
as the game developer he most admired.
[8]
As reported in David Kushner's
Masters of Doom
, when Carmack was 14, he broke into a school with other children to steal
Apple II
computers. To gain entry to the building, Carmack concocted a sticky substance of
thermite
mixed with
Vaseline
that melted through the windows. However, an overweight accomplice struggled to get through the hole and instead opened the window, setting off a silent alarm and alerting police. Carmack was arrested and sent for psychiatric evaluation. He was sentenced to a year in a juvenile home.
[9]
He attended the
University of Missouri?Kansas City
for two semesters before withdrawing to work as a freelance programmer.
[11]
Career
Softdisk
, a computer company in
Shreveport, Louisiana
, hired Carmack to work on
Softdisk G-S
(an
Apple II
GS
publication), introducing him to
John Romero
and other future key members of id Software such as
Adrian Carmack
(no relation). Later, Softdisk would place this team in charge of a new, but short-lived, bi-monthly game subscription product called
Gamer's Edge
for the IBM PC (DOS) platform. In 1990, while still at Softdisk, Carmack, Romero, and others created the first of the
Commander Keen
games, a series that was published by
Apogee Software
, under the
shareware
distribution model, from 1991 onwards.
Afterwards, Carmack left Softdisk to co-found
id Software
.
Carmack has pioneered or popularized the use of many techniques in computer graphics, including "
adaptive tile refresh
" for
Commander Keen
,
ray casting
for
Hovertank 3D
,
Catacomb 3-D
, and
Wolfenstein 3D
,
binary space partitioning
which
Doom
became the first game to use,
surface caching
which he invented for
Quake
,
Carmack's Reverse
(formally known as z-fail stencil shadows) which he devised for
Doom 3
, and
MegaTexture
technology, first used in
Enemy Territory: Quake Wars
.
[16]
Quake 3
popularized the
fast inverse square root
algorithm.
[17]
Carmack's engines have also been licensed for use in other influential first-person shooters such as
Half-Life
,
Call of Duty
and
Medal of Honor
. In 2007, when Carmack was on vacation with his wife, he ended up playing some games on his cellphone, and decided he was going to make a "good" mobile game.
[18]
[19]
On August 7, 2013, Carmack joined
Oculus VR
as their
CTO
.
[20]
On November 22, 2013, he resigned from
id Software
to work full-time at Oculus VR.
[2]
[21]
Carmack's reason for leaving was that id's parent company
ZeniMax Media
did not want to support Oculus Rift.
[22]
Carmack's role at both companies later became central to a ZeniMax
lawsuit
against Oculus' parent company,
Facebook
, claiming that Oculus stole ZeniMax's virtual reality
intellectual property
.
[23]
[24]
[25]
The trial jury absolved Carmack of liability, though Oculus and other corporate officers were held liable for trademark, copyright, and contract violations.
[26]
In February 2017, Carmack sued ZeniMax, claiming the company had refused to pay him the remaining $22.5 million (~$27.5 million in 2023) owed to him from their purchase of id Software.
[27]
In October 2018, Carmack stated that he and ZeniMax had reached an agreement and that "Zenimax has fully satisfied their obligations to me", ending the suit.
[28]
On November 13, 2019, Carmack stepped down from the Oculus CTO role to become a "Consulting CTO" in order to allocate more time to his work on
artificial general intelligence
(AGI).
[3]
On August 19, 2022, Carmack announced that he has raised $20M for Keen Technologies, his new AGI company.
[29]
On December 16, 2022, Carmack left Oculus to focus on Keen.
[6]
Workstyle
"Working more gets more done."
? John Carmack
[30]
Carmack has maintained a sixty-hour work week, working a 10-hour day, six days a week, throughout his career.
[30]
He has spoken publicly about the importance of long hours of uninterrupted focus in his work. Not only does high intensity allow him to make progress more quickly, but long hours are also critical to maintaining a focused mindset over time. Despite working such a demanding schedule, he has never experienced burnout.
[30]
Carmack is also known for taking week-long programming retreats. These retreats involve a solitary, uninterrupted period away from his normal routine often sequestered in a random city and hotel.
The goal of these retreats is to allow Carmack to operate at full cognitive capacity, tackling a specific, difficult problem or learning a new skill.
[32]
The solitude and physical isolation of these retreats offer the perfect environment for deep focus and reflection, making them an essential part of Carmack's creative process.
Carmack was vocal about his frustration with the bureaucratic inefficiencies he encountered during his time at Meta.
[33]
In his departure memo, he stated, "We have a ridiculous amount of people and resources, but we constantly self-sabotage and squander effort," he wrote. "I have never been able to kill stupid things before they cause damage, or set a direction and have a team actually stick to it."
[34]
Carmack subscribes to the philosophy that small, incremental steps are the fastest route to meaningful and disruptive
innovation
.
[30]
He compares this approach to the "magic of
gradient descent
" where small steps using local information result in the best outcomes. According to Carmack, this principle is proven by his own experience, and he has observed this in many of the smartest people in the world. He states, "Little tiny steps using local information winds up leading to all the best answers."
[30]
Armadillo Aerospace
Around 2000, Carmack became interested in rocketry, a hobby of his youth. Reviewing how much money he was spending on customizing Ferraris,
[
citation needed
]
he began by giving financial support to a few local amateur engineers. Carmack funded the company, called Armadillo Aerospace, out of his own pocket, for "something north of a million dollars a year."
[35]
The company of hobbyists made steady progress toward their goals of suborbital space flight and eventual orbital vehicles. In October 2008, Armadillo Aerospace competed in a NASA contest known as the
Lunar Lander Challenge
, winning first place in the Level 1 competition along with $350,000 (~$486,412 in 2023).
[36]
In September 2009, they completed Level 2 and were awarded $500,000 (~$690,323 in 2023).
[37]
[38]
[39]
The company went into "hibernation mode" in 2013.
[35]
According to Carmack, the work in the Aerospace industry is "simple" compared to the work he does in video games.
[40]
Open-source software
Carmack is an advocate of
open-source software
, and has repeatedly voiced his opposition to
software patents
, equating them to robbery.
[41]
He has also contributed to open-source projects, such as starting the initial port of the
X Window System
to
Mac OS X Server
and working to improve the OpenGL drivers for Linux through the
Utah GLX
project.
[42]
Carmack released the source code for
Wolfenstein 3D
in 1995 and the
Doom
source code in 1997, first under a custom license and then under the
GNU General Public License
(GPL) in 1999. When the source code to
Quake
was leaked and circulated among the
Quake
community underground in 1997 after licensee
Crack dot Com
was hacked,
[43]
a programmer unaffiliated with id Software named Greg Alexander used it to
port
Quake
to Linux
using
SVGALib
. As this was more feature rich than
Dave Taylor
's earlier
X11
port, he sent the patches to Carmack.
[44]
Instead of pursuing legal action, id Software used the patches as the foundation for a company-sanctioned
Linux
port maintained by new hire Zoid Kirsch, who later ported
Quakeworld
and
Quake II
to Linux as well.
[45]
id Software has since publicly released the source code to
Quake
in 1999,
Quake 2
in 2001,
Quake 3
in 2005 and lastly
Doom 3
in 2011 (and later the
BFG Edition
in 2012). The source code for
Hovertank 3D
and
Catacomb 3D
(as well as Carmack's earlier
Catacomb
) was released in June 2014 by
Flat Rock Software
with Carmack's blessing.
[46]
[47]
He has since expressed regret on using the
copyleft
GPL over the more
permissive
BSD license
.
[48]
The release of
id Tech 4
occurred despite patent concerns from
Creative Labs
over
Carmack's reverse
,
[49]
while the original
Doom
source release shipped without music due to complications with the
Cygnus Studios
developed DMX library (which lead to the
Linux
version
being selected for release).
[50]
Carmack has since advised developers to be careful when utilizing middleware, noting how it can limit the possibilities of later releasing source code.
[51]
Tim Sweeney
has implied this issue has hindered potential releases of older
Unreal Engine
source code.
[52]
On the other hand, despite his technical admiration for the system,
[53]
Carmack has several times over the years voiced a sceptical opinion about
Linux as a gaming platform
.
[54]
[55]
In 2013, he argued for
emulation
as the "proper technical direction for gaming on Linux",
[56]
and in 2014 he voiced the opinion that Linux might be the biggest problem for the success of the
Steam Machine
.
[57]
Carmack contributes to charities and gaming communities. Some of the recipients of Carmack's
charitable
contributions include his former high school, promoters of open-source software, opponents of software patents, and game enthusiasts.
[58]
Personal life
Carmack was so successful at id that by mid-1994 he had purchased two
Ferraris
: a 328 and a
Ferrari Testarossa
.
[59]
In 1997, he gave away one of his
Ferraris
(a
328
model) as a prize to
Dennis Fong
, the winner of the
Quake
tournament "
Red Annihilation
".
[60]
He met his now ex-wife
Katherine Anna Kang
, at the 1997
QuakeCon
when she visited id's offices. As a bet, Kang challenged Carmack to sponsor the first All Female Quake Tournament if she was able to produce a significant number of participants. Carmack predicted a maximum of 25 participants, but there were 1,500.
Carmack and Kang married on January 1, 2000, and planned a ceremony in Hawaii. Steve Jobs requested that they would postpone the ceremony so Carmack could attend the MacWorld Expo on January 5, 2000. Carmack declined and suggested making a video instead.
[62]
Carmack and Kang had a son Christopher Ryan in August 2004.
[63]
Their second son was born in November 2009.
Carmack is divorced as of 2022. On May 26, 2022, he announced his divorce and how he met his partner Trista through the VR
Beat Saber
games he would host via Twitter.
[64]
As a game developer, Carmack differed from many of his contemporaries by avoiding commitment to a final release date for any game he was developing. Instead, when asked for a release date on a new game, Carmack would usually reply that the game would be released "when it's done".
[65]
Employees at
Apogee
, in their past years the publishers of games by id Software, adopted this business practice as well.
[66]
In 2019, as a guest on
The Joe Rogan Experience
, Carmack stated that his beliefs have changed over time: "I largely recant from that now." On
Rage
's
6-year development time he says: "I think we should have done whatever it would have taken to ship it 2 years earlier". Carmack also reflected on the internal development of Quake in this regard and described it as "traumatic" and says id Software could have split the game into two parts and shipped it earlier.
[67]
Carmack has a
blog
last updated in 2006 (previously a
.plan
, which could be accessed by making a finger request for
johnc@idsoftware.com
[68]
), an active
Twitter
account, and also occasionally posts comments to
Slashdot
.
[9]
Carmack supported the
2012 presidential campaign
of
Libertarian
Ron Paul
,
[69]
and is an
atheist
.
[70]
[71]
During a conversation with
Joe Rogan
, Carmack revealed that he had trained in Brazilian Jiu Jitsu and
Judo
for several years as a hobby.
[72]
During his time at id Software, a medium pepperoni pizza would arrive for Carmack from
Domino's Pizza
almost every day, carried by the same delivery person for more than 15 years. Carmack had been such a regular customer that they continued to charge him 1995 prices.
[73]
On occasion he has commended the efforts of similarly focused programmers ? first
Ken Silverman
, who wrote the
Build engine
for
3D Realms
, and later with
Tim Sweeney
of
Epic Games
, who wrote the
Unreal Engine
.
[9]
Recognition
Accolades for John Carmack
Date
|
Award
|
Description
|
1996
|
Named among the most influential people in computer gaming of the year and of all time
|
#1 and #2 in
GameSpot
's lists.
[74]
[75]
|
1997
|
Named among the most influential people of all time
|
#7 in
Computer Gaming World
list, for game design.
[76]
|
1999
|
Named among the 50 most influential people in technology
|
#10 in
Time
'
s list.
[77]
|
March 2001
|
Award for community contribution for the Quake 3 engine
|
Used in 12 games. Bestowed at 2001
Game Developer's Conference
Award Ceremony.
|
March 22, 2001
|
Inducted into
Academy of Interactive Arts and Sciences' Hall of Fame
|
The fourth person to be inducted, an honor bestowed upon those who have made revolutionary and innovative achievements in the video and computer game industry.
|
2002
|
Named to the
MIT
Technology Review
TR100
|
Included as one of the top 100 innovators in the world under the age of 35.
[78]
|
2003
|
One subject of book
Masters of Doom
|
Masters of Doom
is a chronicle of id Software and its founders.
|
2005
|
Name in film
|
The film
Doom
featured a character named
Dr. Carmack
, in recognition of Carmack who co-created the original game.
|
March 2006
|
Added to the
Walk of Game
|
Walk of Game
is an event that recognizes the developers and games with the most impact on the industry.
[79]
|
January 2007
|
Awarded 2
Emmy Awards
|
Carmack and
id Software
were awarded with two
Emmy Awards
. The first was Science, Engineering & Technology for Broadcast Television, which includes broadcast, cable and satellite distribution. The second was for Science, Engineering and Technology for Broadband and Personal Television, encompassing interactive television, gaming technology, and for the first time, the Internet, cell phones, private networks, and personal media players. id Software is the first independent game developer to be awarded an Emmy since the Academy began honoring technology innovation in 1948.
[80]
|
September 2007
|
Television appearance
|
Appeared on
Discovery Channel Canada
Daily Planet
featuring his rocket designs along with the
Armadillo Aerospace
team.
|
2008
|
Honored
|
Carmack was honored at the 59th Annual
Technology & Engineering Emmy Awards
for
Quake'
s pioneering role of user modifiability.
[81]
He is the only
game programmer
ever honored twice by the
National Academy of Television Arts & Sciences
, having been given an Emmy Award in 2007 for his creation of the 3D technology that underlies modern
shooter
video games
.
[82]
Along with
Don Daglow
of
Stormfront Studios
and
Mike Morhaime
of
Blizzard Entertainment
, Carmack is one of only three game developers to accept awards at both the Technology & Engineering Emmy Awards and at the
Academy of Interactive Arts & Sciences
Interactive Achievement Awards
.
[
citation needed
]
|
October 2008
|
Won X-Prize
|
Carmack's Armadillo Aerospace won the $350,000 Level One X-Prize Lunar Lander Challenge.
[83]
|
2009
|
Named among the 100 top game creators of all time
|
#10 in
IGN
'
s list.
[84]
|
March 11, 2010
|
Lifetime Achievement Award
|
Was awarded the
Game Developers Conference
Lifetime Achievement award for his work.
[85]
|
March 7, 2016
|
BAFTA
Fellowship Award
|
Honoured with the Academy's highest honour, the Fellowship for "work that has consistently been at the cutting edge of games and his technical expertise helping the future arrive that little bit faster".
[86]
|
May 3, 2017
|
Honorary Doctorate
|
Received a Doctor of Engineering Honoris Causa from the
University of Missouri, Kansas City
for "his work in cutting edge tech & comp sci".
[87]
|
Games
Video games worked on by John Carmack
Release date
|
Game
|
Developer
|
Publisher
|
Credited for
|
October 16, 2012
|
Doom 3 BFG Edition
|
id Software
|
Bethesda Softworks
|
Technical director, engine programmer, developer
|
October 4, 2011
|
Rage
|
id Software
|
Bethesda Softworks
|
Technical director, engine programmer, developer
|
September 28, 2007
|
Enemy Territory: Quake Wars
|
Splash Damage
|
Activision
|
Programming
|
May 1, 2006
|
Orcs & Elves
|
Fountainhead Entertainment
|
Electronic Arts
|
Producer/programmer/writer
|
October 18, 2005
|
Quake 4
|
Raven Software
|
Activision, Bethesda Softworks (republished 2012)
|
Technical director
|
September 13, 2005
|
Doom RPG
|
Fountainhead Entertainment
|
id Software
|
Producer/programmer
|
April 3, 2005
|
Doom 3: Resurrection of Evil
|
Nerve Software
|
Activision
|
Technical director
|
August 3, 2004
|
Doom 3
|
id Software
|
Activision
|
Technical director
|
November 19, 2001
|
Return to Castle Wolfenstein
|
id Software
|
Activision
|
Technical director
|
December 18, 2000
|
Quake III: Team Arena
|
id Software
|
Activision
|
Programming
|
December 2, 1999
|
Quake III Arena
|
id Software
|
Activision
|
Programming
|
November 30, 1997
|
Quake II
|
id Software
|
Activision
|
Programming
|
March 31, 1997
|
Doom 64
|
Midway Games
|
Midway Games
|
Programming
|
June 22, 1996
|
Quake
|
id Software
|
GT Interactive
|
Programming
|
May 31, 1996
|
Final Doom
|
id Software
|
GT Interactive
|
Programming
|
October 30, 1995
|
Hexen: Beyond Heretic
|
Raven Software
|
id Software
|
3D engine
|
December 23, 1994
|
Heretic
|
Raven Software
|
id Software
|
Engine programmer
|
September 30, 1994
|
Doom II: Hell on Earth
|
id Software
|
GT Interactive
|
Programming
|
December 10, 1993
|
Doom
|
id Software
|
id Software
|
Programming
|
1993
|
Shadowcaster
|
Raven Software
|
Origin Systems
|
3D engine
|
September 18, 1992
|
Spear of Destiny
|
id Software
|
FormGen
|
Software engineer
|
May 5, 1992
|
Wolfenstein 3D
|
id Software
|
Apogee Software
|
Programming
|
1991
|
Catacomb 3-D
|
id Software
|
Softdisk
|
Programming
|
1991
|
Commander Keen in Aliens Ate My Babysitter!
|
id Software
|
FormGen
|
Programming
|
December 15, 1991
|
Commander Keen in Goodbye, Galaxy!
|
id Software
|
Apogee Software
|
Programming
|
1991
|
Commander Keen in Keen Dreams
|
id Software
|
Softdisk
|
Programming
|
1991
|
Shadow Knights
|
id Software
|
Softdisk
|
Design/programming
|
1991
|
Rescue Rover 2
|
id Software
|
Softdisk
|
Programmer
|
1991
|
Rescue Rover
|
id Software
|
Softdisk
|
Programmer
|
1991
|
Hovertank 3D
|
id Software
|
Softdisk
|
Programming
|
1991
|
Dangerous Dave in the Haunted Mansion
|
id Software
|
Softdisk
|
Programming
|
1991
|
Dark Designs III: Retribution
|
Softdisk
|
Softdisk
|
Programmer/designer
|
December 14, 1990
|
Commander Keen in Invasion of the Vorticons
|
id Software
|
Apogee Software
|
Programming
|
1990
|
Slordax: The Unknown Enemy
|
Softdisk
|
Softdisk
|
Programming
|
1990
|
Catacomb II
|
Softdisk
|
Softdisk
|
Developer
|
1990
|
Catacomb
|
Softdisk
|
Softdisk
|
Programmer
|
1990
|
Dark Designs II: Closing the Gate
|
Softdisk
|
Softdisk
|
Programmer/designer
|
1990
|
Dark Designs: Grelminar's Staff
|
John Carmack
|
Softdisk
|
Developer
|
1990
|
Tennis
|
John Carmack
|
Softdisk
|
Developer
|
1990
|
Wraith: The Devil's Demise
|
John Carmack
|
Nite Owl Productions
|
Developer
|
1989
|
Shadowforge
|
John Carmack
|
Nite Owl Productions
|
Developer
|
References
- ^
a
b
August 21, according to Carmack himself,
but August 20 in other sources.
[1]
[5]
- ^
a
b
c
d
e
Orndorff, Patrick (August 20, 2008).
"Happy Birthday John Carmack!"
.
Wired
– via
wired.com
.
- ^
a
b
McWhertor, Michael (November 22, 2013).
"id Software founder John Carmack resigns"
.
Polygon
.
Archived
from the original on November 22, 2013.
- ^
a
b
c
Lawler, Richard (November 14, 2019).
"John Carmack takes a step back at Oculus to work on human-like AI"
.
Engadget.com
. Retrieved
November 14,
2019
.
- ^
David Kushner (2004). "The Rocket Scientist".
Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture
. Random House. p. 18.
ISBN
9780812972153
. Archived from
the original
on August 20, 2023 – via Google Books.
- ^
a
b
Hays, Ashley Stewart, Kali.
"John Carmack, the consulting CTO for Meta's virtual-reality efforts, is leaving. 'I wearied of the fight'
"
.
Business Insider
. Retrieved
December 17,
2022
.
{{
cite web
}}
: CS1 maint: multiple names: authors list (
link
)
- ^
"All the RAGE: John Carmack"
.
Bethesda Softworks
. Archived from
the original
on March 20, 2017.
- ^
a
b
c
"John Carmack Answers"
.
Slashdot
. October 15, 1999.
Archived
from the original on October 5, 2012
. Retrieved
November 27,
2012
.
- ^
Jones, Steve (December 10, 2002).
Encyclopedia of New Media: An Essential Reference to Communication and Technology Encyclopedia Of New Media
. SAGE Publications. p.
53
.
ISBN
0-7619-2382-9
.
University of Missouri?Kansas City john carmack.
- ^
Accardo, Sal 'Sluggo' (January 13, 2006).
"GameSpy: Enemy Territory: Quake Wars ? Page 1"
.
GameSpy
.
Archived
from the original on May 11, 2016
. Retrieved
May 25,
2016
.
- ^
"Beyond3D ? Origin of Quake3's Fast InvSqrt() ? Part Two"
.
www.beyond3d.com
. Retrieved
September 17,
2021
.
- ^
Kang, Anna (October 18, 2007).
"Q&A: Fountainhead's Kang Talks Orcs & Elves DS, Wii Possibilities"
.
Archived
from the original on January 17, 2013.
- ^
Snider, Mike (July 18, 2007).
"Q&A with id Software's Kevin Cloud and Steve Nix"
.
USA Today
.
Archived
from the original on May 23, 2008.
- ^
Stuart, Keith (August 8, 2013).
"Press Start: John Carmack joins Oculus Rift, Xbox One video recorder is for Gold members only, and more"
.
The Guardian
.
ISSN
0261-3077
. Retrieved
July 30,
2019
– via www.theguardian.com.
- ^
Wilhelm, Alex (November 22, 2013).
"Doom's John Carmack Leaves id Software To Focus On The Oculus Virtual Reality Headset"
.
- ^
Yin-Poole, Wesley (February 5, 2014).
"Why John Carmack quit id Software"
.
Eurogamer
. Gamer Network.
Archived
from the original on February 22, 2014
. Retrieved
February 5,
2014
.
- ^
Orland, Kyle (January 16, 2017).
"Oculus accused of destroying evidence, Zuckerberg to testify in VR theft trial"
.
Ars Technica
.
Archived
from the original on January 16, 2017
. Retrieved
January 16,
2017
.
- ^
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The recent discussions around copilot are a good opportunity to say this: I wish I could have licensed the Id source code releases as BSD. The GPL virality wound up being a net negative, and more value would have come from BSD. My partners would never have gone for it, though... I touched on that recently with the comment about open source culture and game dev; the best aspects of GPL work didn't manifest, but tons of opportunities to just copy-paste-modify were lost due to license concerns. It is possible that some of the source ports wouldn't have been as open, but I'm pretty sure there would have been more total users of the code, likely making the amount shared in the open still greater. I'm still supportive of lots of GPL work, but I don't think the restrictions helped in this particular case.
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I consider linux the second most important platform after win32 for id. From a biz standpoint it would be ludicrous to place it even on par with mac or os/2, but for our types of games that are designed to be hacked, linux has a big plus: the highest hacker to user ratio of any os. I don't personally develop on linux, because I do my unixy things with NEXTSTEP, but I have a lot of technical respect for it.
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{{
cite podcast
}}
: CS1 maint: bot: original URL status unknown (
link
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(
Tweet
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- ^
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