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Re:Commander Keen's Adaptive Tile Scrolling by midoridensha on Friday July 28, 2023 @06:07AM (#36904868)
And somehow they managed this incredible pace of software development without modern tools like git, or probably any kind of revision control system even (RCS/CVS/ClearCase were available on Unix systems, but in the DOS world I don't think there was anything).
Re:Commander Keen's Adaptive Tile Scrolling by BlackFingolfin on Friday July 28, 2023 @08:24AM (#36905824)
Fun fact, Doom was actually developed on a NeXTStation, so with a Unix based OS (and predecessor to modern day macOS).
Re:Commander Keen's Adaptive Tile Scrolling by phkahler on Friday July 28, 2023 @09:50AM (#36906768)
>> And somehow they managed this incredible pace of software development without modern tools like git, or probably any kind of revision control system even...

It's not that hard when one guy is writing the rendering code, another doing game logic, one doing artwork, one level design, and one doing sound. Nobody is really stepping on anyone's toes.

Re:Commander Keen's Adaptive Tile Scrolling by midoridensha on Monday July 31, 2023 @12:58AM (#36938960)
Yes, that keeps people from stepping on each others' toes, but revision control systems are really useful even for a single developer working alone, just to track changes, make changes to try something out and be able to revert easily, etc. You can do all that of course by making a bunch of ".bak files by hand, but a modern revision control system makes it much easier.