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What you’re referring to as “Win32” is WinAPI and its derivative/wrapper technologies. Which can include WinRT, WinUI3, MFC, etc.

And “Win32” as a reference to the platform is well gone, as it’s exclusively “Win64” on the x86 side these days.

Thus why I said it would be unlikely he would refer to it as “Win32” specifically today. But yes, if you conflate “Win32” to “native Windows API” (even that term will be controversial, so replace “native” with “legacy” at your preference), it’s all the same today as then.



Nah, in the gamedev world Win32 has a pretty focused meaning: the subset of Windows system DLLs that are needed for game development, and that subset is pretty small, just enough to get an empty window, DXGI swapchain, D3D device, audio output, input and maybe networking, e.g. kernel32, user32, ole32, gdi32, dxgi, d3d11/d3d12 is pretty much all you need.

Except for the 3D API, the requirements for game development on the OS haven't changed much since around WinXP, and the fact that Win32 hasn't changed much since WinXP is still the greatest quality of Windows (since anything that came after the classic Win32 APIs was pretty much a shitshow - with the notable exception of DirectX).




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