Check out demoscene. The mind-blowing things they create with only with kilobytes…
ColeSloth@discuss.tchncs.de 3 weeks ago
Old school coding and game programing was magic. The clever tricks that nes game programmers came up with to work around hardware limitations was phenomenal. It went way beyond the bushes and clouds in mario being the same thing but in a different color.
REDACTED@infosec.pub 3 weeks ago
ColeSloth@discuss.tchncs.de 3 weeks ago
Yeah. The average NES game was only 200kb.
Regrettable_incident@lemmy.world 3 weeks ago
I had a zx81, 1k ram, still could play pong.
xavier666@lemm.ee 3 weeks ago
Thanks for this. Got a burst of nostalgia
noxypaws@pawb.social 3 weeks ago
Here’s one of my recent-ish faves on GB, music is so damn catchy
General_Effort@lemmy.world 3 weeks ago
nes game programmers
Were these guys even Real Programmers?
Here’s a great talk about a guy who worked on a 1982 game for the Atari 2600, a game console first released in 1977. It’s a fascinating insight into the early evolution of computing. They didn’t work around limitations. They used a machine to do whatever it could. If anyone has ever wondered by what standard C is a high-level language, this is for you. Or if you want to know how we ever could have developed something to connect the abstract logic of some algorithm with some glowing pixels on a screen.
Pitfall Classic Postmortem With David Crane Panel at GDC 2011 (Atari 2600)
There’s an ancient myth that a god created the first pair of tongs. Tongs need to be forged in a smithy. Obviously, you need tongs for that.
jasoman@lemmy.world 3 weeks ago
In oblivion on Xbox they even reboot the console on a loading screen to clear up ram.
Romkslrqusz@lemm.ee 3 weeks ago
*Morrowind
jasoman@lemmy.world 3 weeks ago
Thank that is indeed correct.
sirboozebum@lemmy.world 3 weeks ago
Restrictions and boundaries spur innovation.
jdeath@lemm.ee 3 weeks ago
any constraints, really. pretty cool!
Valmond@lemmy.world 3 weeks ago
The old scrollers in non-consoles (consoles had hardware scrollers) used funky tech too to reduce overdraw. Fun times.
xavier666@lemm.ee 3 weeks ago
I am still in awe of the fast inverse square root method used in QuakeIII. Good times.
VindictiveJudge@lemmy.world 3 weeks ago
IIRC, someone got with the author of that bit of code to ask how they came up with it, but they had simply learned it from someone else. So they tracked them down and found that they had also learned it from someone else. They eventually landed on Greg Walsh as the original author, but for a bit the code had no known origin.
Blooper@lemmynsfw.com 3 weeks ago
I read this article and I know it’s written in English, but I’ve accepted defeat in trying to understand it.
I write code for a living and I’m doing my best to ignore the feelings of inadequacy I’m currently experiencing.
xavier666@lemm.ee 3 weeks ago
I may have shared the link but even I don’t know how it how it works.
It’s like admiring the Eiffel Tower; you can understand that it’s a marvel of engineering without understanding the underlying engineering concepts. Such experiences are rare but they truly humble you.
Regarding the square root, understand the following concepts
0010 << 1 → 0100
n
with a nice shift amountx
(I have greatly greatly over-simplified this), then you can calculate the inverse sq. root since inverse square root is2^(-1/2)
The resultant shifting gives us an answer which is close enough to the answer, and that is good enough for FPS games for calculation of reflections.
PS: Someone who is more experienced in this domain can correct me if I’m wrong.