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TimSweeneyEpic's profile
Tim Sweeney
Tim Sweeney
Tim Sweeney
@TimSweeneyEpic

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Tim Sweeney

@TimSweeneyEpic

Epic Games founder & CEO

epicgames.com
Joined August 2013

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    1. Tim Sweeney‏ @TimSweeneyEpic 25 Aug 2019
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      Tim Sweeney Retweeted Jon Erlichman

      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 …

      Tim Sweeney added,

      0:24
      Jon ErlichmanVerified account @JonErlichman
      On this day in 1995: Windows 95 launched “Start Me Up” was its anthem: pic.twitter.com/lyCt8b2hkk
      51 replies 104 retweets 674 likes
      Show this thread
      Tim Sweeney‏ @TimSweeneyEpic 25 Aug 2019
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      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++.

      3:00 PM - 25 Aug 2019
      • 7 Retweets
      • 158 Likes
      • StellaGrrrl ♀️✊ OKOI Abdellatif Gzem Lennart 🇩🇪 Александр Беляев Liem🐧 Martín Pane 🐦 E13ctricShXck{27} 90one80
      14 replies 7 retweets 158 likes
        1. Tim Sweeney‏ @TimSweeneyEpic 25 Aug 2019
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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.

          11 replies 4 retweets 104 likes
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        2. Domy  👍 Deep Learning Architect #YoMeQuedoEnCasa‏ @domyoriginal 25 Aug 2019
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          Replying to @TimSweeneyEpic

          Do you use OpenGL 1.0 in some early edition of the Unreal Engine 1 editor? What graphic card model?

          1 reply 0 retweets 0 likes
        3. Tim Sweeney‏ @TimSweeneyEpic 25 Aug 2019
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          Replying to @domyoriginal

          It supported software rendering, Glide, Direct3D, and some version of OpenGL - not sure which.

          1 reply 0 retweets 3 likes
        4. 1 more reply
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        2. Randy Pitchford‏Verified account @DuvalMagic 25 Aug 2019
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          Replying to @TimSweeneyEpic

          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.

          2 replies 0 retweets 14 likes
        3. Tim Sweeney‏ @TimSweeneyEpic 25 Aug 2019
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          Replying to @DuvalMagic

          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.

          2 replies 0 retweets 12 likes
        4. 6 more replies
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        2. scar3crow‏ @scar3crowdotcom 25 Aug 2019
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          Replying to @TimSweeneyEpic

          Any chance of open sourcing the original Unreal?

          1 reply 0 retweets 4 likes
        3. Boltzmann Brain Think Tank‏ @PLT_cheater 25 Aug 2019
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          Replying to @scar3crowdotcom @TimSweeneyEpic

          that would be loads of fun, Tim. open source Unreal 1

          0 replies 0 retweets 2 likes
        4. End of conversation
        1. RoryOConnor @rocits  🚀‏ @rocits 25 Aug 2019
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          Replying to @TimSweeneyEpic

          #ClimateBill

          0 replies 0 retweets 0 likes
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        1. Alex Kissi Jr‏ @AlexKissiJr 25 Aug 2019
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          Replying to @TimSweeneyEpic

          Inspiring

          0 replies 0 retweets 0 likes
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        1. gunteaser  🇺🇸‏ @Gunteaser 27 Aug 2019
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          Replying to @TimSweeneyEpic

          If You really are smart you would fire whoever is making the decisions on @FortniteGame

          0 replies 0 retweets 0 likes
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