Let's compile Quake like it's 1997

fabiensanglard.net

111 points by goranmoomin 11 hours ago


kristopolous - 6 hours ago

"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 made a list of Microsoft bangers it's in the top 5 with probably windbg, quickbasic and windows 3.11.

ggambetta - 3 hours ago

The 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 at least it didn't back then -- and admittedly I never worked in a big studio).

kleiba2 - 4 hours ago

> Go back and run setupsp5.exe. This time it will work. By now it should feel like you are following the solution of Monkey Island. Nothing makes sense. We are definitely deeeep into the 90s.

Gold.

jbverschoor - 2 hours ago

Man, I love the Visual C++ and Visual J++ interface so much. It was so fast and super clear.

elpocko - 5 hours ago

VC++ 6 was awesome, I wouldn't have a career if I didn't have pirated copies of VC++ 6 and Borland Delphi. And look at how clean and crisp it all looks. Every pixel has a purpose.

orionblastar - 11 hours ago

If you want to play Quake for free on Windows 11, try this: https://quake-remake.en.uptodown.com/windows/download