Windows 95 was an incredibly bold and tricky effort, bridging Microsoft’s parallel development of Windows NT and 16-bit Windows without breaking existing apps and especially games. It’s the best example of a company escaping legacy codebase constraints without starting over.https://twitter.com/JonErlichman/status/1165256622161182720 …
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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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Do you use OpenGL 1.0 in some early edition of the Unreal Engine 1 editor? What graphic card model?
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It supported software rendering, Glide, Direct3D, and some version of OpenGL - not sure which.
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I have a zip drive disk somewhere with a copy of your engine/editor running in Windows ‘95 - probably a late ‘96 build. It was the first game engine editor I experimented with that ran as a true Windows app instead of as a DOS application and I was so impressed with that.
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That’s an interesting version. It calculates all lighting in real-time on a coarse 16x16 grid, so there are a lot of shimmering artifacts. But all of the real-time CSG features were up and running then.
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Any chance of open sourcing the original Unreal?
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that would be loads of fun, Tim. open source Unreal 1
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Inspiring
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If You really are smart you would fire whoever is making the decisions on
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