"VC++6 is remarkably powerful for 1996. It has features such as "Go to definition", breakpoints, stacktrace, and variable inspections (but no Intellisense auto-completion yet). I never used it but it must have felt like a dream at the time." And here we are, in a generation of people writing blogs that never used VS6. I am now officially old. I was still using VS6 as late as 2009 btw...also it's from 1998. If you mad…
Let's compile Quake like it's 1997
21–30 of 82 posts
Re: Let's compile Quake like it's 1997
#22"VC++6 is remarkably powerful for 1996. It has features such as "Go to definition", breakpoints, stacktrace, and variable inspections (but no Intellisense auto-completion yet). I never used it but it must have felt like a dream at the time." And here we are, in a generation of people writing blogs that never used VS6. I am now officially old. I was still using VS6 as late as 2009 btw...also it's from 1998. If you mad…
Turbo Pascal had breakpoints, variable inspections in the late 80s. I think it had stack traces too but not 100% sure. I am not old enough to have used it professionally, but my teacher used it for teaching intro programming in the early 2000s. So I used it quite a lot, the debugger was great and the development loop was so tight. Not until I got into web dev did it ever feel "fast" to make change->see change. To thi…
Re: Let's compile Quake like it's 1997
#23If you want to play Quake for free on Windows 11, try this: https://quake-remake.en.uptodown.com/windows/download
Re: Let's compile Quake like it's 1997
#24Earlier quoted context omitted.
Turbo Pascal had breakpoints, variable inspections in the late 80s. I think it had stack traces too but not 100% sure. I am not old enough to have used it professionally, but my teacher used it for teaching intro programming in the early 2000s. So I used it quite a lot, the debugger was great and the development loop was so tight. Not until I got into web dev did it ever feel "fast" to make change->see change. To thi…
Yes, but if you compare the complexity of (Turbo) Pascal to the complexity of C++... language, environment, libraries and cross-compilation... (A nice thought-experiment is to ask if Quake could have been coded in TP at all - even if memory hadn't been an issue (I think there was no DOS extender for TP, but I could be wrong).)
Re: Let's compile Quake like it's 1997
#25Back when I was making videogames I followed a similar philosophy. No warnings (but in an orders-of-magnitude smaller and less complex codebase). Crash on failed asserts, used liberally, in debug builds. Not sure why but it seems that gamedev doesn't do this kind of rigorous engineering in general (or at least it didn't back then -- and admittedly I never worked in a big studio).
Re: Let's compile Quake like it's 1997
#26"VC++6 is remarkably powerful for 1996. It has features such as "Go to definition", breakpoints, stacktrace, and variable inspections (but no Intellisense auto-completion yet). I never used it but it must have felt like a dream at the time." And here we are, in a generation of people writing blogs that never used VS6. I am now officially old. I was still using VS6 as late as 2009 btw...also it's from 1998. If you mad…
Turbo Pascal had breakpoints, variable inspections in the late 80s. I think it had stack traces too but not 100% sure. I am not old enough to have used it professionally, but my teacher used it for teaching intro programming in the early 2000s. So I used it quite a lot, the debugger was great and the development loop was so tight. Not until I got into web dev did it ever feel "fast" to make change->see change. To thi…
Around 1990, the development tools offered by Borland and Microsoft for C and C++ were pretty much equivalent and they both were quite good.
While the Borland languages were like "Turbo-X", the Microsoft languages were like "Quick-X".
The greatest difference between the commercial software available at that time and what exists today is that everything was accompanied by a set of high quality manuals that could teach you anything that one would want to know. Nowadays the quality of technical documentation is usually much worse.
Re: Let's compile Quake like it's 1997
#27The whole thing compiles with 2 warnings. Incredible codebase. John Carmack definitely was/is on a different level. Back when I was making videogames I followed a similar philosophy. No warnings (but in an orders-of-magnitude smaller and less complex codebase). Crash on failed asserts, used liberally, in debug builds. Not sure why but it seems that gamedev doesn't do this kind of rigorous engineering in general (or a…
Re: Let's compile Quake like it's 1997
#28Earlier quoted context omitted.
Turbo Pascal had breakpoints, variable inspections in the late 80s. I think it had stack traces too but not 100% sure. I am not old enough to have used it professionally, but my teacher used it for teaching intro programming in the early 2000s. So I used it quite a lot, the debugger was great and the development loop was so tight. Not until I got into web dev did it ever feel "fast" to make change->see change. To thi…
Yes, but if you compare the complexity of (Turbo) Pascal to the complexity of C++... language, environment, libraries and cross-compilation... (A nice thought-experiment is to ask if Quake could have been coded in TP at all - even if memory hadn't been an issue (I think there was no DOS extender for TP, but I could be wrong).)
So Turbo Pascal (with a whole bunch of x86 asm inclusions) was totally capable of producing Quake-level games. I myself, in the late 90s, discovered the hidden capacities when I learned x86 assembly from Peter Abel's book. Once I got rid of the primitive TP BGI library and switched to VGA 13h, it was an unbelievable level up in abilities to manipulate pixels on the screen!
Re: Let's compile Quake like it's 1997
#29"VC++6 is remarkably powerful for 1996. It has features such as "Go to definition", breakpoints, stacktrace, and variable inspections (but no Intellisense auto-completion yet). I never used it but it must have felt like a dream at the time." And here we are, in a generation of people writing blogs that never used VS6. I am now officially old. I was still using VS6 as late as 2009 btw...also it's from 1998. If you mad…
Re: Let's compile Quake like it's 1997
#30"VC++6 is remarkably powerful for 1996. It has features such as "Go to definition", breakpoints, stacktrace, and variable inspections (but no Intellisense auto-completion yet). I never used it but it must have felt like a dream at the time." And here we are, in a generation of people writing blogs that never used VS6. I am now officially old. I was still using VS6 as late as 2009 btw...also it's from 1998. If you mad…
I used VS6 professionally and for private business around 2000-2004, and it was still going strong then. VC++ was great. One thing though that I still have nightmares about is Visual SourceSafe, Microsoft's idea of a source control system for small teams. It was not only terrible to use (and slow), but we regularly lost data in it due to concurrency issues.