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-wait
cpu utilization
cross platform
dave plummer
fixed timestep
frame rate cap
framerate
game history
legacy code
performance
porting
power management
pragmatic triage
raymond chen
software engineering
spacecadet
timing bug
windows nt
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...
3d pinball
busy loop
busy-wait
code architecture
cpu usage
cpu utilization
cross platform
cross platform port
dave plummer
fixed timestep
fps cap
frame rate
frame rate cap
framerate
game history
legacy code
legacy software
oldnewthing
performance
performance engineering
pinball game
porting
power management
pragmatic triage
raymond chen
software engineering
spacecadetspacecadet pinball
timing assumptions
timing bug
v-sync
windows history
windows nt
This classic game holds a special place in many Windows users’ hearts—an echo of simpler times when Windows XP reigned supreme. While the beloved 3D Pinball Space Cadet was once a staple of older operating systems, modern iterations like Windows 7, Windows 10, and Windows 11 have bid it a...