Dave Plummer’s confession that his port of 3D Pinball for Windows — the Space Cadet table so many of us grew up with — once drew frames “as fast as it could” and reportedly hit roughly 5,000 FPS on newer hardware has resurfaced a powerful, funny and instructive moment in Windows engineering...
5000 fps
64-bit port
cpu utilization
crossarchitecture
dave plummer
delta time
frame rate
game porting lessons
legacy code
mips
pc history
porting
r4000
raymond chen
rendering loop
software compatibility
space cadet pinball
timing-sensitive software
vsync
windows engineering
Dave Plummer’s off‑hand confession that his Windows NT port of the beloved 3D Pinball: Space Cadet rendered “as fast as it could” and eventually spiked into the thousands of frames per second is a compact engineering parable: a tiny timing assumption left unchecked, harmless on 1990s hardware...
3d pinball
busy loop
crossarchitecture
dave plummer
fixed timestep
frame rate
framerate cap
legacy code
performance
power management
pragmatic triage
raymond chen
space cadet
telemetry
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...