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Let's compile Quake like it's 1997

fabiensanglard.net

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Re: Let's compile Quake like it's 1997

#71
post #36

Earlier quoted context omitted.

Many of those features were already available in MS-DOS and Windows 3.x IDEs from Borland for Turbo Pascal and C++. Which is why when I got into UNIX development felt like going into the stone age of development tools, thankfully XEmacs was already there. Which by the way, it was born for Energize C++, in 1993! https://www.youtube.com/watch?v=pQQTScuApWk Also here is what NeXTSTEP development environment looked like,…

The appeal of the cli/tui is because agents can use them better and because people want to ssh in and just use something without any fuss or lag And I know the hn reply, it's "what do you mean? all you have to do is this other thing over here" and that's the point ... people don't want to. So they don't.

I rather use orchestration engines like Langflow, Opal, workato,..

Re: Let's compile Quake like it's 1997

#72
post #9

Earlier 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…

That wasn't the banger for vs6 it was the workflow and muscle memory of the thing. The flow is still unmatched IMHO. It was like avid or photoshop for writing windows software. Default keys in modern IDEs are basically still the vs assignments from the 5/6 era. It was the closest Microsoft ever came to making their own emacs or vim. vs6 was like 90% of my screen time as a windows dev in the 90s and 2000s I've been a…

QtCreator, KDevelop, JetBrains, Eclipse also exist on Linux.

Especially KDevelop as closest.

Re: Let's compile Quake like it's 1997

#73
post #11
post #9

Earlier 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).)

Plenty of games used Turbo Pascal as well, and it was for a long time the favourite language on PC demoscene.

Additionally most hit games back then were full of inline Assembly, regardless of the high level language, or even written 100% in Assembly.

Turbo Pascal 7 had a DOS extender.

There was Turbo Pascal for Windows 3.1, and with Delphi it started to be even more C++ influence with Pascal syntax, and safety first.

Re: Let's compile Quake like it's 1997

#75
post #29

Earlier quoted context omitted.

It feels now like an alternative timeline, one which performance optimisations were first and foremost still. Sometimes I fantasize, thinking how would our current development ecosystem look like, if we never abandoned the "be very vigilant with all resources you use" approach, that includes the whole webdev liftoff, where we ship a few hundred mb chromium engine for a dock app

We'd have far fewer apps, far fewer features, far more bugs, far more crashes, far less stability and far more memory safety vulnerabilities. Oh, and Linux and Mac would be far less usable. The age of performance optimizations was the age of computers as little islands that didn't need to communicate with anybody or anything, and definitely not outside of a homogeneous LAN environment. It was the age of people having…

That's still how many users end up sharing files.

Re: Let's compile Quake like it's 1997

#76

> DO NOT get it from github or transfer the files via FTP. I bet the author doesn't know about FTP's ASCII mode, and especially doesn't know that it is the default. ASCII mode was a nifty feature, but it never should have been the default. Especially when you consider that most text files are small and easy to re-download if you forget, while binary files are often quite large and the damage done by the line ending c…

> bet the author doesn't know about FTP's ASCII mode,

I bet he does! Anyone coding before the web would know about that.

Re: Let's compile Quake like it's 1997

#77
post #51
post #31

Earlier quoted context omitted.

In the timeline I remember, Microsoft and Windows were routinely criticized for producing bloated and buggy systems. Especially from those who previously used an Amiga or Mac. A new version of Windows inevitably meant buying a whole new computer, along with upgrading the memory midway through it's 3-4 year lifespan.

A friend of mine installed MS-Windows 95 on a 386 and Weird Al Yankovic nailed it: But my machine, it's obsolete. It takes an hour just to bring up the screen!

Weird Al didn't make that song! That was Bob Rivers.

Re: Let's compile Quake like it's 1997

#78

> DO NOT get it from github or transfer the files via FTP. I bet the author doesn't know about FTP's ASCII mode, and especially doesn't know that it is the default. ASCII mode was a nifty feature, but it never should have been the default. Especially when you consider that most text files are small and easy to re-download if you forget, while binary files are often quite large and the damage done by the line ending c…

> bet the author doesn't know about FTP's ASCII mode, I bet he does! Anyone coding before the web would know about that.

>I bet he does! Anyone coding before the web would know about that.

It's easy to forget though, especially if the client or the server decides to change modes on it's own.

Re: Let's compile Quake like it's 1997

#79

I hope this means that Fabien is working on another Game Engine Black Book. I really love these deep dives and historical preservation of 1990's game tech. https://fabiensanglard.net/gebbwolf3d/ https://fabiensanglard.net/gebbdoom/

I'd feel a lot better if he'd update his pricing transparency at the bottom of those articles.

Re: Let's compile Quake like it's 1997

#80
post #14

Earlier quoted context omitted.

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.

> Visual SourceSafe Ugh, instant flashbacks and not the good kind.

I transitioned my employer directly from VSS to git back in the day as soon as I had to start managing sources.

It was pretty bad using vss for a little while but luckily there was a vss2git tool already so it was seamless.

Our customers have just recently finally deprecated SVN lol.

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