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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That’s the one. At first blush, it felt like building by subtracting. Geometry as “brushes” was neat. I was young and still learning quite a lot and my world was much smaller than it is now, but I used the term “Carmackian” to describe an engine’s enforcement of a closed world.
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On the Prey editor I was working on with William Scaroboro (2.0), I wanted to get away from rules and race at what I called “polygon soup”. 3d accelleration was just emerging making that possible. The classic debate (still going) was always about how much power to give designers.
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Good thing we've evolved from there and well beyond so that we can lose our sh*( at developers and mass-rage over stuff that's utterly irrelevant in comparison! Good times xD
Thanks. Twitter will use this to make your timeline better. UndoUndo
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