Хабр Курсы для всех
РЕКЛАМА
Практикум, Хекслет, SkyPro, авторские курсы — собрали всех и попросили скидки. Осталось выбрать!
Hey everybody asking that the source code be released: The source code was licensed from another company. If you want the source code, you have to go ask them.

That would have been even more work, because there was at the time no infrastructure in Setup for having 32-bit-only components. (And then automatically uninstalling it when WOW64 was disabled.) And besides, all the people who criticized Windows 96 as «not really a 32-bit operating system because it has some parts in 16-bit» would use the same logic to say that 64-bit Windows is «not really a 64-bit operating system.» -RaymondSource
And besides, all the people who criticized Windows 96 as «not really a 32-bit operating system because it has some parts in 16-bit» would use the same logic to say that 64-bit Windows is «not really a 64-bit operating system.» -Raymond
Ну вы хорошо так понекропостили ) Да, я так и делаю - сохраняю предыдущий канвас в текстуру, а летящая карта отдельным объектом. Если их много, то выходит не очень быстро, но картам и не нужно быстро скакать.
Да тут сослались на пост в контексте портирования чего-то на вин11, я полез читать комменты и мне пришла в голову идея по поводу оптимизации вашего алгоритма "летающих карт", так как было там заявлено 3000 объектов — подумал много. А что некропост — иногда бывает полезно вспомнить, что когда-то обсуждали, и потом подивиться, как мы изменились за столько лет, вместе с окружающим миром софтом.

Why not just leave the 32bit version of Pinball in (and run it via WOW64)?
int getLatLongValue()
{
...
}
Ah, the quantum tunneling pinball!
We ran into this while writing the original code at Cinematronics in 1994. Since the ball motion, physics, and coordinates were all in floating point, and the ball is constantly being pushed «down» the sloped table by the gravity vector in every frame, we found that floating point error would gradually accumulate until the ball's position was suddenly on the other side of the barrier!
(To simplify collision detection, the ball was reduced to a single point/vector and all barriers were inflated by the ball radius. So, if the mathematical point got too «close» to the mathematical line barrier, a tiny amount of floating point rounding or truncation error could push the point to the other side of the line)
To mitigate that, we added a tiny amount of extra bounce to push the ball away from the barrier when it was nearly at rest, to keep the floating point error accumulation at bay. This became known as the Brownian Motion solution.
Since much of the original code was written in x86 asm to hand tailor Pentium U/V pipelines and interleave FPU instructions, but wiki says Microsoft ported the code to C for non-Intel platforms, I'm sure the code had passed through many hands by the time it got to you. The Brownian Motion solution may have been refactored into oblivion.

we were more interested in the exposure and didn't see much revenue from it. However, it did lead to our relationship and eventual acquisition by Maxis.
Почему Pinball убрали из Windows Vista