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This one definitely qualifies for the often-cited "Kids today will never know"… The original release of Windows 95 famously came on 28 (!) floppy disks. Because the operating system required roughly 40 MB (nothing now, but pretty big back then) of space, and each standard 3.5" floppy disk only...

38,748 просмотров • 2 месяцев назад •via X (Twitter)

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I know it's easy to discard gaming from the 80s, 90s, and even the early 2000s as nothing more than nostalgia viewed through rose-tinted glasses. One aspect that often gets overlooked in that debate is actually based on facts, not just overly sentimental nostalgia. Having a computer and wanting to get the most out of it - and sometimes even just to get it working at all - required you to be far more invested, curious, and hands-on, so maybe that's why anyone who experienced that era feels a stronger connection to it. You had to read up on things, learn, and tinker with both software and hardware. If you had a PC in the 80s or 90s, it wasn't a "one and done" purchase. There was constant upgrading: swapping out a crappy sound card for a better one, replacing a small/slow hard drive, installing a CD-ROM drive, doubling your RAM from 1 MB to 2 MB… the list went on and on. It meant installing and updating drivers so everything actually worked. It meant understanding compatibility issues - all without the internet in the early days - so you relied on magazines, manuals, and friends who had "been there, done that." And that was just the hardware side. Then came the software: getting drivers, configs, and setups tuned perfectly so you could squeeze every last bit of performance out of the machine. Some games simply wouldn't run unless you freed up those final kilobytes of conventional memory. There was even a whole industry built around "managing your PC" with tools like Norton Commander and countless others. These days, there is... No more fiddling with AUTOEXEC.BAT or CONFIG.SYS files. No fine-tuning HIMEM.SYS. No IRQ conflicts with your sound card. No more boot disks. Juggling hard drive space? Forget it - drives now come in terabytes, not megabytes. Dealing with a 5.25" floppy, a 3.5" floppy, and a CD-ROM drive all crammed into one case? What a drag. Saving up for that shiny new VGA card to replace your old EGA? Not a thing anymore. And yet, if you ask older gamers who lived through the 80s and 90s, most of us actually enjoyed customizing and troubleshooting our machines. It was part of the experience - part of the joy and excitement. Sure, it involved plenty of trial and error and frustrating "OMFG, why isn't this working?!" moments… but when it finally worked, the reward was so much sweeter. Finally freeing up those last couple of kilobytes of your 640K base memory? Glorious. Replacing that pathetic PC speaker with a real sound card? Pure ecstasy. To all you old-school gamers out there, I hope you experienced it the same way. I always felt that the need to tinker endlessly made the whole experience more rewarding. You were more connected to your machine and understood it on a deeper level. These days, you just click a button and the game downloads and installs itself. I have a modern PC, of course. It's been over 20 years since I last had to do any real tinkering. That's convenient, sure… but the magic and curiosity is gone.

exQUIZitely 🕹️

34,686 просмотров • 3 месяцев назад

Technical details and the sheer amount of work (and incredible talent) that went into some 80s games completely eluded you as a kid. You simply loved the game and never thought twice about it. Now, being much older, I often find myself looking back at those classics and diving into the technical details: Who created it? How long did it take? Was it a solo project? And most mind-blowing of all: what was the actual size of the game? That last part especially makes my brain melt, and the older I get, the more it sinks in. What those early programmers achieved can only be described as pure genius (and I don’t use that word lightly). Hardware no longer feels like a limiting factor in modern gaming. We have endless megabytes of RAM, terabytes of storage space, and lightning-fast internet. Forty years ago, it was essentially the Stone Age by comparison. An average picture you save on your phone or PC has a size of around 400 kilobytes. It’s just a static image, it doesn’t do anything. Now divide that by ten and you drop to 40 kilobytes. That’s roughly the size of The Last Ninja, developed by System 3 and published almost four decades ago in 1987. It was a single 5.25" floppy disk. I still struggle to comprehend how programmers back then achieved what they did - the incredibly immersive worlds they created under such limitations. I was simply blown away by the graphics (that gorgeous isometric view on the C64, packed with amazing detail) and absolutely mesmerized by the kickass sound. What Ben Daglish and Anthony Lees conjured up musically is an iconic masterpiece that will forever be part of gaming history. And that’s not all! The game also gave you some degree of freedom. It wasn’t strictly linear. You could go back and forth, revisit locations if you missed an item, choose to fight or sneak past enemies, hunt for the right objects and levers to progress, and so on. All of that (and more) in just 40 kilobytes - less than 10% the size of a single static photo on your computer that has zero functionality. Oh, and the cherry on the cake? Often those games were created by people without formal education in the field, they were mostly self-taught. They also didn't have any software tools and libraries like today, they wrote pretty much everything from scratch, going beyond what was thought to be technically possible. As a kid you have no clue. As an adult I still don't have a clue how they did it. But I have a lot more appreciation and admiration for their work. And I am glad I experienced it then and can enjoy it even now.

exQUIZitely 🕹️

18,016 просмотров • 2 месяцев назад

Only if education could be this interactive ❤️‍🔥 I've had a looong wish to build something genuinely useful through vibe coding, and I finally did it. A 3D human anatomy application built with Three.js using GPT 5.6 Sol. It all started with a single design image that I created using GPT Image 2.0. I then used it to generate every 3D organ image, one by one. Next, I converted each of those images into 3D models using Tripo 🔜 gamescom (and no, they didn't sponsor this 😄). After that, I opened Codex, wrote a master prompt based on the design, and gave it the prompt, the design image, and all the 3D models. Codex built the first version beautifully, but there was one big problem. Every single 3D model was nearly 120-150 MB. That obviously wasn't practical for the web and was giving a performance of 16fps. After a few iterations, Codex optimized each model down to roughly 2–5.5 MB while preserving the visual quality, reducing the total asset size from ~900 MB to just 28.6 MB. And each model loads on demand. Along the way, Codex also generated those anatomical illustrations showing where each organ sits in the human body, and even created the interactive hotspot markers that explain different parts of every organ. It handled all of that. The process wasn't exactly one shot, but it also wasn't difficult. You just have to do it step by step. It genuinely felt like building something that could make learning anatomy much more engaging. The inspiration came from Dilum Sanjaya's 3D animal plant cell project. I remember seeing it and thinking, "I want to build something like this one day." And I did it :D Live: Code:

The Bugged Dev

2,080,586 просмотров • 25 дней назад

“Liam was … we spent a lot of time together and we were together a few weeks before he passed away. […] •An acoustic version of “Through the Dark” was what I wanted to do [at the Grammys]. And that was the plan for a little while to do that separate from Immemorium. And then sadly, the artist I had in mind couldn't make it. […] •We like half filmed a video many years ago called ‘Infinity’ and we never finished the video because […] the boys changed their mind and they decided to go with another single [‘History’]. […]So we had these like this half video of like two hour shoot. So for years the fans have always been going, ‘when's the Infinity video?’ ‘We want the Infinity video.’ But it never existed. There never was one. […] We like took a bit from ‘This Is Us’. We took a bit from the Where We Are Tour at San Siro. And then we took a little bit from Wembley Stadium. And then also from that Infinity video that's never been seen. So people could just see like his joy and love for life. There was so many clips, but he's just laughing and like loving life and like enjoying it and looking at the camera. And like, if you look at it, the consistency of every single one of those clips is significant because he's looking over Verona and celebrating with his hands in the air and smiling. And then he's looking at Wembley Stadium, he's smiling, and then San Siro and he's laughing. And then we're doing the Infinity video and he's laughing. And like, that was really beautiful just to show across the period of like a few years, his joy and kindness and love for life.” - Ben Winston about Liam’s Tribute at the Grammys, Rolling Stone Music Now

HSNews

203,067 просмотров • 1 год назад