Timothee Besset

Timothee Besset, also known as TTimo, is an id Software employee most well known for creating and supporting Linux, as well as some Macintosh, ports of id Software's products. Since Doom 3 he has also been in charge of network code (multiplayer) and various different aspects of game coding for id.

Quotes

 * Thanks to Id fans everywhere .. special mention to Mac/Linux players and European gamers.
 * Quoted from id Software PDA, id Software. Doom 3. (Activision). PC. Level/area: Primary Excavation: Artifact Dig. (2004).


 * id is both a technology and an art company, so we try to push the art and the technology to its edge on each game, and when you're into high-tech you want to make sure your game can run on several platforms, and you have some room to experiment with several architectures. We don't want to have a basic product, get it out the door, sell as many copies as we can, and then just do the next one. Everyone's putting a lot of soul into the games, and id has got enough money overhead to decide that they can afford to have game ports to show that technology is good on Linux and on Apple hardware.
 * Quoted in Dustin Reyes, "Interview with id Software's Timothee Besset" LinuxGames (2004-08-22).


 * My main problem with 64-bit binary is that it’s one extra compile to do every time you want to release binaries, so you have to maintain one build system for your 64-bit binary and then every time you have to make a build you have to make sure you get both the 32-bit and 64. Really honestly, there’s not any kind of significant performance increase. If you have good compatibility you’re able to run 32-bit binaries on a 64-bit machine, that’s the performance you get. If you run a 64-bit binary, it’s not going to make much difference. The technology is cool, but there’s really not that much point for doing it.
 * Quoted in Dustin Reyes, "Interview with id Software's Timothee Besset at QuakeCon 2006" LinuxGames (2006-08-07).


 * It seems to be really happening. I mean, my parents are using Linux. The setup is still the tricky point, but I set the machine up last time I was in France and they've been actually catching on and start to use it. They like OpenOffice, they like having GAIM and Firefox, they're really happy with that. My brother-in-law, who's really a Windows guy, just decided to install Linux because he was tired of his machine being slow and spyware and everything. He really didn't need that much help from me to get his stuff running, doing mail and chatting and all that basic web stuff, so I guess it's really picking up.
 * Quoted in Dustin Reyes, "Interview with id Software's Timothee Besset at QuakeCon 2006" LinuxGames (2006-08-07).


 * Most of the network related programming in games has to do with providing a good interactive experience when playing over the internet. This matter is very different from serving web pages. The primary concern there is to handle connection latency, latency fluctuations, packet loss and bandwidth limitations, and pretty much hide all of that from the player's experience.
 * Quoted in Brian Boyko, "ID Software Developer Timothee Besset on Network Performance in Games" Network Performance Daily (2007-01-29).


 * It seems very odd to me that content would be removed based on an individual’s personal appreciation of relevance. If the article provides useful information and references, it should at least be valued for the efforts of the contributing individuals.
 * Quoted in Zachary Slater, "ioquake3 entry deleted from Wikipedia." ioquake3 (2009-03-20).


 * I'll be damned if we don't find the time to get Linux builds done.
 * Quoted in Michael Larabel, "Good News, id Tech 5 Is Likely Coming To Linux" Phoronix (2009-09-14).


 * Releasing Linux versions has always been a matter of higher code quality, good software architecture, and technical interest for the platform.
 * Quoted in Maxim Bardin, "id Software and Linux – By TTimo" Linux Gaming News (2009-09-15).