Wow, this video and the game are bringing back memories. This is the first experience with a computer I can remember. I didn't really realize what I was doing at the time, I would have been 2 or 3. Thankfully my dad cared enough about computers to have one for the family, that early experience probably contributed to my passion for software today.
I'll admit, I started programming young, about 8 years old (probably not too atypical in this forum though). The other day I realized, the new hires here were born after I started programming. I now better understand how a couple friends in college, non-traditional students who came back after stints in the military and other career attempts, felt.
Forgot about that. Was on the windows 95 CD somewhere. Remember watching it at work on a new Compaq DeskPro after complaining that they ripped the task bar off RISCOS.
Competition does wonders. MS didn't manage to sabotage WebGL and had to implement it in their browser. I wish they'd start enabling OpenGL across all their platforms as well.
Wonder what's changed - the GFX drivers are still crap, without any hope of being ever fully secure. Perhaps Microsoft added some really comprehensive tests to Winqual to test security bugs in GFX drivers?
They attempted to sabotage WebGL (refusal to implement) by pointing to shaders as a potential vulnerability (while exposing the very same vulnerabilities in Silverlight, I might add).
In the past MS used their usual sick lock-in tactics in IE. Intense competition forced them to reduce this idiocy. Unfortunately in other areas they still don't care. So I doubt you'll see OpenGL on Xbox or Windows tablets / handsets, until something will force them to enable it.
You can't. That's MS way of lock-in and ensuring that porting of games and other applications is much harder.
Why didn't you expect that? I'd say that WebGL in IE is something unexpected, not the other way around. MS has a long history of being jerks and using lock-in with proprietary standards.
> You can't. That's MS way of lock-in and ensuring that porting of games and other applications is much harder.
It is a way of them not having to write, support, and optimize two entire sets of drivers that accomplish the same thing.
I was actually working in Windows Phone when there were talks about supporting OpenGL (I wasn't involved in any, I just watched from the sidelines). The decision ultimately came down to already having people who could write really fast and stable DirectX drivers. The expertise was there, so it was used.
Sure, they'll find technical excuses. But as soon as it will start biting them back, they'll quickly find needed expertise.
But probably Windows Phone is not the best example, since it's a minor platform comparing to others. MS has no leverage on the industry with it. Xbox is different. It's quite big. And enabling OpenGL there would only make sense for gaming.
Someone correct me if I'm mistaken, but I believe the native OpenGL backend is not recommended for security reasons. All of the security efforts have gone into the D3D backend. The native OpenGL option is included for testing trusted code against a simpler, more reliable, probably faster implementation in case the D3D wrapper is messing up for you somehow.
Priorities. There are a lot of Windows users out there with old drivers. Many of those old drivers have passable D3D support but useless (if any) OpenGL support.
So do Mozilla and Google (by default) when running on Windows. Project Angle (https://code.google.com/p/angleproject/) is a Google library that enables this in both browsers.
Sure, why shouldn't it (from their perspective). MS didn't enable WebGL out of OpenGL enthusiasm. They did as much as was needed to enable the API on the Web. As I wrote, they didn't drop their OpenGL hostility in other areas yet.
I think they might need to work on their collision detection. When going up the staircase I suddenly found myself beneath the staircase, unable to escape.
Chrome supports WebGL, but Chrome does not necessarily have WebGL enabled. There's a whole blacklist of GPUs it's disabled by default on. You either have to flip a flag somewhere or start up with --ignore-gpu-blacklist.
Nah, it's not that. I can't get it working either and WebGL is working fine here. They're using Modernizr and the 'Modernizr.csstransforms3d' property seems to be returning false in my browser.
You're arguing that they should be acting rationally if they're sniffing UAs and blocking Chrome specifically? That's inherently irrational, once you cross that line you can't assume anything.
Anyway, this seems to be resolved, so it's unimportant.
Or just pop in your Windows 95 CD. I don't know why they didn't just install it along with Windows 95 -- it was pretty reasonably sized if I recall correctly.
Perhaps it was small by todays standards but I remember my first Windows 95 PC had a 290MB Hard Drive. A fresh Windows 95 install took up maybe 30MB or 40MB if I remember correctly so even if Hover was only 1MB it was still a relatively significant amount.
As an aside... I also remember Windows 95 was available on floppy, I think maybe there was 10 floppy disks in total (?). I seem to recall that they used special floppy disks that held more than the usual 1.44MB.
This brings me back, but I was really hoping it would be another game I played in the 90s that was very similar except it was a flight sim where you could get off the ground. I've done google searches over the year to find it but have never been able to.
I am pretty sure the game was called 'Chaos'. The aesthetic was very angular; I believe the main craft you steered was a yellow triangular shape. I loved it. Anyone know it?
Unfortunately not, but those graphics certainly match the era.
This game's camera was behind the craft, so no POV shots from cockpit. The graphics were truly more mundane than any of these though. It must have been an independent release/demo I came across that never developed into anything significant since there is nothing. It's too bad, my best friend and I played for hours even though there was really no point to the game from what we could tell.
There was Spectre VR, and Chaos VR. Chaos was an unfinished demo with no goals. There were enemies and places that spawned infinitely. You were a flying ship and could shoot and barrel roll etc. I think there were some kinds of powerups. Infinite lives, but again, no score or goal. Still fantastic fun to play.
As I recall you could actually press a button to go between cockpit/external views. There were a few versions too - I think the VR was a much later addition.
Yes! Thank you very much for this information and the links.
I am very glad I spent hours configuring a working virtual machine for classic Mac OS last year and that I did not get rid of it!
The unfinished demo and open ended nature of it was totally part of the appeal for me. Infinite map/enemies and no goal was just kind of a relaxing way to play ( for hours and hours ).
Does anyone else know of a small game called Hover by Eric Undersander? I spent so many hours playing it. Too bad it's closed source and not maintained; it'd be awesome on smartphones.
I immediately flew out of the map after collecting some speed boost (I was just on a black infinite plane and the map floating above me). I guess the collision detection code needs to some refactor.
I wasn't able to get back on there. That's when I closed the tab, after ~40 secs.
Awesome QA for a company of that size & resources. Wtf.
I really like it but two remarks:
-they changed the graphics (it's no longer "pixelated")
-I think the physics are slightly different but maybe I don't really remember
Funny how all these MS HTML5 websites can be visited only with MS latest browser... latest chrome on Windows, it asks me to download IE11 , i'll pass... that's not how you promote open standards , you make them work on all browsers... unless you dont care ...
Never heard of this game. Probably because I was playing Spectre VR on a Mac (http://en.wikipedia.org/wiki/Spectre_(video_game)) around that time, which this is a total unabashed knockoff of. Can't Microsoft NOT copy something for a change?
If you actually played both the games you'd realize they are really similar. Capture the flag from the cockpit of a 'tank' with various power-ups you can run over to activate against an opposing force. Sure, in one you shoot, and in the other you do not. And the graphics in the browser above look more like the graphics in Spectre than the screenshot you link to.
https://www.youtube.com/watch?v=kemivUKb4f4
Dial it down to 240p for the true '95 experience.