Not only does Wolf3d run beautifully on the iPhone, the controls (and options for modifying them) actually make the iPhone a viable platform for 2.5 dimensional FPS games.
I'd like to see what he can come up with for Quake (a fully 3D shooter - which adds aiming up and down)
You'd need some kind of giro for the z-axis. Right now the iphone can only tell if it's facing uyp or facing down, but can't tell by what degree. Maybe in later edititons they will make the z-axis giro like the others. Alternatively, you could make a device you can attach to the iphone that tells it its position along the median plane.
Great interview, this guy makes a good publicity person. Watch how he stays on his point throughout the questions, the list of products you (the consumer) should be watching out for at the end is superb.
Do you have a source on that? Carmack rarely updates his blog. The only info I've seen about Wolf3d on the iPhone are the development notes released a little over a week ago.
It's just an angle to the story--and a clever one, too! Would it have showed up on HC if it were just "Wolf 3D Launches on iPhone" versus "Carmack Made iPhone Wolf 3D Without his CEO Knowing"?
3D is not "real". The output of 3D apps are projected onto a 2D screen (VR goggles not withstanding, but even then, there are simply two outputs projected onto two 2D screens).
Wolfenstein has rasterization, just like a "real" 3D engine does. Its engine happens to be optimized for certain viewpoints, which makes it "2.5D", but it still gives a crude approximation of 3D, just like every other "3D" game.
This particular version of Wolfenstein 3D is actually rendered using standard 3D techniques in OpenGL. It's just low on detail and the ability to look up/down.
I'd like to see what he can come up with for Quake (a fully 3D shooter - which adds aiming up and down)