In that timeframe, starting in 1994, I rapidly moved my early Unreal Engine 1 editor and renderer prototype from C to C++ in Borland C, then to Watcom C++ for 64-bit, then to an early Windows 95 beta with Visual C++.
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It was a wild time for PC. Intel’s PentiumPro and Dave Cutler’s work on Windows NT were gaining traction for workstations and servers. When they expanded to consumers with Windows XP and Pentium II, the Wintel victory across consumer and business became inevitable.
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Ashamed to admit but I was a Win95 hater. I still feel like it was a hack, but since then I learned to value incremental improvement and evolution of a 'live', popular codebase and hacks that are necessary to enable it.
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Of course it was a terrible hack. We all realized that. But the genius was that it enabled moving the whole consumer base from an obsolete 16-bit OS to a modern 32-bit OS over an 8-year period without ever breaking their stuff.
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and don't forget the install CD also introduced a lot of people to Weezer...pic.twitter.com/GS64OsaUd2
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I was one of them.
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Ironic history. Was on “Chicago” beta, which became Windows 95, whilst at IBM working on OS/2 PM ... yes, IBM had access to Windows 95. Also
@TimSweeneyEpic, unsung hero of Windows 95 was@ChenCravat. Did more fixes for games using DOS4GW and flashtek x32 than any sane person -
But can you DANCE like those guys??
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oh yeah, i remember hating change even back then. i had gotten pretty good at tweaking my config.sys, writing batch files and typing shell commands, and this seemed like a mandatory version of windows 3.11. don't know when i finally adjusted. probably with the first DirectX games
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...at least Win95 didn't feel quite as archaic as DOS or Win3.1 for Amiga refugees like me ;) (although we used NT4 and later Win2k as game-dev machines, Win95/98 only for testing)
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