Age, Biography and Wiki
Tarn Adams was born on 17 April, 1978 in Silverdale, Washington, United States, is an American computer game programmer. Discover Tarn Adams's Biography, Age, Height, Physical Stats, Dating/Affairs, Family and career updates. Learn How rich is He in this year and how He spends money? Also learn how He earned most of networth at the age of 46 years old?
Popular As |
N/A |
Occupation |
Computer game programmer |
Age |
46 years old |
Zodiac Sign |
Aries |
Born |
17 April 1978 |
Birthday |
17 April |
Birthplace |
Silverdale, Washington, U.S. |
Nationality |
United States |
We recommend you to check the complete list of Famous People born on 17 April.
He is a member of famous with the age 46 years old group.
Tarn Adams Height, Weight & Measurements
At 46 years old, Tarn Adams height not available right now. We will update Tarn Adams's Height, weight, Body Measurements, Eye Color, Hair Color, Shoe & Dress size soon as possible.
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Height |
Not Available |
Weight |
Not Available |
Body Measurements |
Not Available |
Eye Color |
Not Available |
Hair Color |
Not Available |
Dating & Relationship status
He is currently single. He is not dating anyone. We don't have much information about He's past relationship and any previous engaged. According to our Database, He has no children.
Family |
Parents |
Not Available |
Wife |
Not Available |
Sibling |
Not Available |
Children |
Not Available |
Tarn Adams Net Worth
His net worth has been growing significantly in 2022-2023. So, how much is Tarn Adams worth at the age of 46 years old? Tarn Adams’s income source is mostly from being a successful . He is from United States. We have estimated
Tarn Adams's net worth
, money, salary, income, and assets.
Net Worth in 2023 |
$1 Million - $5 Million |
Salary in 2023 |
Under Review |
Net Worth in 2022 |
Pending |
Salary in 2022 |
Under Review |
House |
Not Available |
Cars |
Not Available |
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Tarn Adams Social Network
Timeline
Tarn has cited books, movies, pen and paper role-playing games and other computer games, experienced during his childhood, as an inspiration for the various games he developed. He said that Dungeons & Dragons, works of J.R.R. Tolkien and tabletop games like Cyberpunk 2020 interested him, with fantasy and sci-fi being heavily influential. On Dwarf Fortress' wound-based system rather than regular hitpoints, he said, "Hit points are depressing to me. It's sort of a reflex to just have HP/MP, like a game designer stopped doing their job...You should really question all of the mechanics in the game from the bottom up." He said he does not use version control for his works.
After dragslay, Tarn and Zach started working on another adventure game, focusing on world generation. The role-playing video game Ultima inspired them regarding world development. For four years, after working on the adventure title and rendering it in 3D graphics, they completed Slaves to Armok: God of Blood. "Armok" was the name of the game's deity from the variable "arm_ok", which was used in dragslay to indicate how many arms were left on a particular unit. The random story generator was originated by both of them writing stories. Tarn said, "you could zoom in on your character, and it’d tell you how curly his leg hairs were, and the melting and flash points of various materials, It was insane." The brothers posted it on their website in 2000, but by 2004 the project started to face increasing problems. Tarn announced in 2004 on his forums that he was going to shift his main project from Armok to a side project called Dwarf Fortress.
Continuing its development, Tarn calls it his life's work and said in 2011 that version 1.0 will not be ready for at least another 20 years, and even after that he would continue to work on it. The game influenced Minecraft and was selected among other games to be featured in the Museum of Modern Art to show the history of video gaming in 2012. There is an active community of fans of the game, and Tarn said they have helped him in game development in addition to giving monetary support. Fans have also made creative interpretations of the game. He and his brother send crayon drawings or short stories to the donors, customized to their requests and display the donors who have donated the most on their website.
In 2006, Tarn started his post doctorate in Texas A&M, which was his goal since his undergraduate days. He decided to leave during the first year due to the increasingly stressful situation and is said to have broken down in the head of department's office. After being offered to stay another year and a $50,000 stipend, he agreed and eventually left to devote his full attention to developing Dwarf Fortress and other games, which was until then only a hobby. He said, "At the end of a math problem, you have a paper and maybe you publish it, and the paper can be a building block for the edifice of mathematics, but to me that’s not so important. But working on a problem and having a game when you’re done? That’s pretty damn cool."
The game's primary mode is set in a procedurally generated fantasy world in which the player indirectly controls a group of dwarves, and attempts to construct a successful and wealthy underground fortress. Its development continued till 8 August 2006, when the first alpha version was released. Donations reached $800–$1000 in the following months, this average increased gradually until Tarn and Zach were financially stable. They then decided to solely rely on donations. The game eventually attracted a cult following and various web communities devoted to it were formed. Videogame journalists later covered the game. They focused on it being a two-member project surviving through donations. Critics praised its complex, emergent gameplay but had mixed reactions to its difficulty.
Tarn earned a degree in mathematics at the University of Washington. He applied for his doctorate at Stanford University, completing it in 2005 with a dissertation titled "Flat Chains in Banach Spaces", which was published in The Journal of Geometric Analysis. During his first year at Stanford, he said he was under pressure, that the professional environment and competitiveness affected him negatively. He cited the conflict between studying mathematics and developing video games as the reason. This stressful situation left him depressed and he admitted to having a brief encounter with drugs.
After quitting university, Tarn thought he would use up his savings after a year ($15,000) and need a job to sustain himself. Dwarf Fortress was originally started in October 2002 as a two-month side project, but was suspended soon after in preference over Armok's development. He had developed a game called Mutant Miner. It was a turn-based game where players look for minerals and dig out tunnels while dealing with threats. He realized the need to be able to manage many miners and not only have a high score list, but also store more minute details, which was the beginning of the project.
Tarn Adams (born April 17, 1978) is an American computer game programmer, best known for his work on Dwarf Fortress. He has been working on the game since 2002 with his older brother Zach. He learned programming in his childhood, and has been designing computer games as a hobby. He quit his first year of a mathematics post doctorate at Texas A&M to focus on game development in 2006.
Tarn was born in Silverdale, Washington, US, in 1978. His father, Dan, worked at a waste water treatment plant and used to manage data. He credited his father for teaching him to code and his closeness to his brother, Zach, to their family's constant shifting due to their father's work. Tarn and Zach grew up playing computer games and, with notebooks in hand, drawing their own renditions of the randomly generated creatures they encountered and logging their journeys in detail. In fifth grade, Tarn wrote his first animation game with Zach. Explaining his reluctance to socialize, he said, "I was a get-home-from-school, get-on-the-computer kind of kid." Tarn stated that the main reason they started writing games was to be able to play them themselves, and complicated and unpredictable behavior guaranteed replayability.