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benchmarking quake
The the words it uses that this site has seen
least often elsewhere. Posts are matched on those words alone —
nothing here is a summary of this one.
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Dan Luu
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18 September
Designer, product manager, YouTuber and developer who has written about technology at Birchtree since 2010. He makes the Quick Reviews and Quick Notes apps and the A Better Computer YouTube channel.
iPhone 18 Pro with La Croix cooling I did some benchmarking today and saw how the newest iPhone thermal throttles, which isn't severe, but does happen. I know from experience that if you put a cold beverage on the back of your phone, it will cool down rea…
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14 September
Creator of Ruby on Rails, CTO of 37signals, and creator of Omarchy.
Their words
I trace my skills as a programmer, racer, and leader directly back to StarCraft, Quake, Unreal, and tens of thousands of hours of overall gameplay.
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x.com
Their words
I trace my skills as a programmer, racer, and leader directly back to StarCraft, Quake, Unreal, and tens of thousands of hours of overall gameplay.
Show the whole quote
x.com
Their words
I trace my skills as a programmer, racer, and leader directly back to StarCraft, Quake, Unreal, and tens of thousands of hours of overall gameplay.
Show the whole quote
x.com
24 August
Usability pioneer; co-founder of Nielsen Norman Group and founder of UX Tigers; author of the ten usability heuristics and of Jakob's Law.
18 August
Co-founder and CEO of Shopify; long-time Linux user and Omarchy contributor.
Their words
Now you can have a quake style console in your operating system. Except with an infinitely patient agent to help you customize it instead of esoteric variable names and slash commands like in the 90s
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@tobi on X x.com
17 August
Programmer and writer known for detailed source code reviews of classic game engines, and author of the Game Engine Black Book series on Wolfenstein 3D and DOOM.
7 August
Writes Pedestrian Observations on public transit and why infrastructure costs what it does; a pure mathematician by training, comparing how different countries build.
25 July
Programmer and writer on computer architecture, performance, and software reliability. He has worked on CPU design at Centaur Technology and on software at Google and Microsoft, and writes long-form technical essays at danluu.com.
In another variant of https://danluu.com/learn-what/, I caught up with a former colleague who worked on automated theorem proving. It turns out he's had an interesting career doing all sorts of interesting stuff using the skills he developed by spending a decade writing/using theorem provers. At one point, he said, "if you use X like a theorem prover, it works really well", which surprised me to hear, but of course this is a highly generalizable skill just like compilers or benchmarking/evals. Related
24 July
Programmer and writer on computer architecture, performance, and software reliability. He has worked on CPU design at Centaur Technology and on software at Google and Microsoft, and writes long-form technical essays at danluu.com.
x.com Exercises in evals and benchmarking: DeepSWE / Senior SWE-Bench, performance math, and cold weather tires Related
Bluesky Exercises in benchmarking and evals, part 7: performance napkin math, DeepSWE / Senior SWE-Bench, and winter tires danluu.com
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Mastodon Exercises in benchmarking and evals: performance math, winter tires, and DeepSWE / Senior SWE-Bench, danluu.com
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14 July
Game designer and programmer, co-founder of id Software and co-creator of Doom, Quake and Wolfenstein 3D. Now runs Romero Games in Galway, Ireland.
For Quake's 30th birthday, I played the remaster for a bit! Design talk while playing.... youtu.be
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7 July
Game designer and programmer, co-founder of id Software and co-creator of Doom, Quake and Wolfenstein 3D. Now runs Romero Games in Galway, Ireland.
I’m so sorry for everyone at id Software affected by these layoffs. I know what it feels like to leave id while id goes on. It’s a strange and painful thing to step away from a place that holds so much of your work, friendships and history. The people at id have done a great job moving that legacy forward. DOOM, Quake, and Wolfenstein are not easy names to carry on, especially in today’s industry. The last few games showed real care, skill and respect for what those worlds mean to people. A note on digital preservation: id's history is critically important to the history of games. I’ve preser… Related
24 June
Game designer and programmer, co-founder of id Software and co-creator of Doom, Quake and Wolfenstein 3D. Now runs Romero Games in Galway, Ireland.
I’m proud of Quake. We all are. Quake changed games forever. That said... Quoting @ID_AA_Carmack There are a few things that I look back on as my mistakes in the early days. Quake was overly ambitious technically. We could have done all the great multiplayer and modding work inside a Doom++ engine, allowing the designers to work with a more stable base instead of rug-pulling everything out fro… Related
8 June
Programmer and writer on computer architecture, performance, and software reliability. He has worked on CPU design at Centaur Technology and on software at Google and Microsoft, and writes long-form technical essays at danluu.com.
x.com Exercises in benchmarking, evals, and experimental design, part 6: Related
Mastodon Exercises in benchmarking, evals, and experimental design, part 6: patreon.com
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14 February
Programmer and writer known for detailed source code reviews of classic game engines, and author of the Game Engine Black Book series on Wolfenstein 3D and DOOM.
5 February
Programmer and writer known for detailed source code reviews of classic game engines, and author of the Game Engine Black Book series on Wolfenstein 3D and DOOM.
26 January
Programmer and writer on computer architecture, performance, and software reliability. He has worked on CPU design at Centaur Technology and on software at Google and Microsoft, and writes long-form technical essays at danluu.com.
Exercises in benchmarking and experimental design, part 5: Related
13 January
Programmer and writer known for detailed source code reviews of classic game engines, and author of the Game Engine Black Book series on Wolfenstein 3D and DOOM.
11 September 2025
Machine learning engineer and consultant focused on RAG and retrieval systems. He writes about applied AI engineering at jxnl.co and is the author of the instructor library.
15 August 2025
Austrian developer. Created the libGDX game framework, and more recently the pi coding agent, which moved with them to Earendil — Armin Ronacher's company — in April 2026. Writes at mariozechner.at.
4 July 2025
Software engineer who writes the blog Made of Bugs about performance, debugging and understanding computer systems. Previously worked at Anthropic on interpretability, at Stripe on Sorbet, and at Ksplice.
After my earlier adventures benchmarking CPython, I ended up going deep down a rabbithole on CPU branch prediction and learning a bunch of interesting things, which I have attempted to write up and share: blog.nelhage.com
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What is a korrent?
A korrent is a belief a person has stated in their own words: one
sentence stating the claim, backed by a quote and a source, kept at
korrents.com .
Under a name here, the quoted block is what they actually said.
The korrent beneath it is the claim those words support, in
korrents' wording — tap it to see the record, its source, and who
else holds it.
Nobody here wrote their own korrents. They are compiled from public
statements, and a person can change their mind, which is recorded too.
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About the English under a post
Some people here publish in a language other than English. Where they
do, this site shows a machine translation beneath the post, in
this typeface — the site's own, not theirs.
The post itself is never changed, moved or hidden: what is set in the
serif above is exactly what the person published, and it is what to
quote them on. A translation can be wrong in ways that matter,
especially about tone.
Only the post's own words are translated. A quoted post, a linked
article and a belief on korrents.com
are left in their original language.
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