docs/CREDITS.md: name the original 1995-96 VWE developers
Source archaeology (the per-file modification tables in the surviving headers) surfaced six programmer initials: JM, ECH, CPB, GDU, JMA, GAH. Read to VWE veterans on the project Discord (2026-07-21), VGL Lynx -- who watched the first multiplayer Thor walk terrain on a Red Planet map -- identified them: Jim Albertson, Eric Nichols (uncertain), Chris Brewer, Gabe Underwood, Joanna Mason (mapping inferred), Garth Hermanson; hardware initials MC = Marek Ciolek (AC unresolved), via Cyd. Team size per Lynx: dev ~8, art ~6, MUNGA by a smaller parallel internal team with crossovers, no outsourcing. Identifications marked T3 (oral history, as-typed spellings) against the T0 initials; a corrections invitation is included. Linked from context/project-overview.md. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 4.8
parent
4e5cec06b0
commit
fe1cc0d79c
@@ -13,6 +13,9 @@ Port VWE's arcade **pod** games (Tesla platform, release 4.10, ~1995-96) to mode
|
||||
ultimately, the actual arcade pod hardware. Primary target: **BattleTech (BT)**; **Red Planet
|
||||
(RP)** shares the engine. Full detail: `docs/PROGRESS_LOG.md §1-3`.
|
||||
|
||||
The ORIGINAL 1995-96 team — the initials in the source headers matched to names by VWE veterans
|
||||
(dev team ~8, art ~6, MUNGA by a smaller internal team) — is credited in **`docs/CREDITS.md`**.
|
||||
|
||||
## The stack
|
||||
- Two games, one engine: BT + RP. Engine = **MUNGA**; HAL = **L4** (`MUNGA_L4`). Game logic =
|
||||
`CODE/BT`, `CODE/RP`. [T1]
|
||||
|
||||
@@ -0,0 +1,55 @@
|
||||
# Original Developers — BattleTech (Tesla 4.10, Virtual World Entertainment, 1995-96)
|
||||
|
||||
This project reconstructs a game that a small team at Virtual World Entertainment built three
|
||||
decades ago. They deserve to be named. This file records what we know, how we know it, and how
|
||||
certain we are.
|
||||
|
||||
**Sources.** (1) *Source archaeology*: the surviving 1995-96 file headers carry per-file
|
||||
modification tables with author initials (`// MM/DD/YY WHO what`). (2) *Oral history*: on
|
||||
2026-07-21 the initials list was read to VWE veterans on the project Discord, and **VGL Lynx**
|
||||
(who was in the room — "I was there the night we got to watch a Thor walk on terrain in
|
||||
multiplayer for the first time, on a Red Planet map") identified the people behind them, with
|
||||
additions from **Cyd**. Names are transcribed as given in that conversation; spellings are
|
||||
as-typed by the recollector and may be approximate. Treat identifications as community
|
||||
recollection (T3), the initials themselves as source fact (T0).
|
||||
|
||||
## Programmers (initials found in surviving source headers)
|
||||
|
||||
| Initials | Name (per VGL Lynx) | Seen in (examples) |
|
||||
|---|---|---|
|
||||
| **JM** | Jim Albertson *(typed "Jm Alberston")* | `BTDIRECT.HPP`, `BTMSSN.CPP/.HPP`, `BTTEAM.CPP` — mission/team/director layer |
|
||||
| **ECH** | Eric Nichols *(offered for "Eric"; initials fit imperfectly — unconfirmed)* | `BTCNSL.CPP`, `BTMSSN.*`, `BTREG.CPP` — console/registration |
|
||||
| **CPB** | Chris Brewer | `BTL4MODE.CPP/.HPP`, `BTL4GALM.HPP`, `BTL4GRND.HPP` — the L4 cockpit mode/gauge layer |
|
||||
| **GDU** | Gabe Underwood | `BTSCNRL.CPP`, `GAUSS.CPP/.HPP`, `SEEKER.HPP` — scenario + weapons |
|
||||
| **JMA** | Joanna Mason *(mapping inferred from the conversation flow — unconfirmed)* | `BTREG.CPP/.HPP`, `TURRET.HPP` |
|
||||
| **GAH** | Garth Hermanson | `BTCNSL.CPP` — console |
|
||||
|
||||
The **MUNGA engine** (the shared sim/render engine under the game) was, per Lynx, "being
|
||||
developed/catered by a smaller team at the same time," internal to VWE, with crossover members.
|
||||
Its headers in our tree survive mostly through the 2007 RP411 Windows revision, so its 1995
|
||||
author trail is thinner here.
|
||||
|
||||
## Hardware design (the Tesla II pod)
|
||||
|
||||
Identified from initials **MC, AC** raised by Cyd:
|
||||
|
||||
| Initials | Name (per VGL Lynx) |
|
||||
|---|---|
|
||||
| **MC** | Marek Ciolek *(first offered as "Marek Cooley", immediately corrected)* |
|
||||
| **AC** | *(unresolved — the reply also mentioned "Violet"; mapping unclear)* |
|
||||
|
||||
## Team size (per VGL Lynx, 2026-07-21)
|
||||
|
||||
> "Dev team was maybe **8 people. 6 people on art.** MUNGA was being developed by a smaller
|
||||
> team at the same time. Crossovers in the dev team too. Everything internal."
|
||||
|
||||
No outsourcing. For scale: this ~15-person core shipped a networked 8-pod simulator with
|
||||
per-subsystem heat/power/coolant economies, full damage zoning, an authored per-map/time/weather
|
||||
environment system, and the physical cockpit integration — in 1995. As David "Auric" Hernly put
|
||||
it in the same conversation: *"They were inventing the future."* People still walk up to the
|
||||
30-year-old pods at Gen Con and, per Auric, "their minds are blown... STILL."
|
||||
|
||||
## Corrections
|
||||
|
||||
If you are one of these people (or know them) and a name, spelling, or attribution here is
|
||||
wrong: corrections are gladly taken — this file exists to credit you properly.
|
||||
Reference in New Issue
Block a user