Dave Plummer’s confession — that his Windows NT port of the beloved Space Cadet pinball ran “as fast as it could,” eventually spiking to “like, 5,000 frames per second” on modern hardware — is as entertaining as it is instructive, and it revisits a compact engineering lesson about timing...
busy loop
busy-wait
cpu usage
cross platform port
cross-platform
dave plummer
fixed timestep
fps cap
frame rate
gaming history
legacy code
legacy systems
old new thing
performance
performance engineering
pinball
porting
power management
pragmatic triage
raymond chen
software architecture
software development
space cadet
space cadet pinball
timing assumptions
timing bug
vsync
windows history
windows nt
Dave Plummer’s confession that the worst bug he ever shipped was tied to the beloved Windows pack‑in game Pinball is more than a nostalgic anecdote — it’s a compact lesson in resource management, legacy code risk, and the kind of tiny design decisions that can balloon into systemic problems as...
busy-wait
cpu usage
cross architecture
dave plummer
fixed timestep
frame rate
frame rate limiter
game engine
hardware evolution
legacy code
os development
performance debugging
pinball
porting
raymond chen
software development
software longevity
tech history
vsync
windows pinball
Hey,
I just mooved from WinXP to Win7 with my software.
My software needs to have real time response to I/O so it makes busy-wait in one thread (wich has affinity to run on one CPU).
The result is 100% CPU on one of the cores and 0 CPU for others, in WinXP it worked just fine.
In win7 the...