this post was submitted on 17 Oct 2024
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[–] CodexArcanum@lemmy.world 3 points 6 months ago

I don't know exactly how much code reuse Sawyer had going back then, but if you've ever played Transport Tycoon (or more likely the open source version around today, OpenTTD) then you know that the interface and graphics are extremely similar. So it's not like he started from scratch each game with nothing but a hot spinning disc and a magnetized needle.

But yeah, the main reason to put up with all the modern framework bloat is the ever-ephemeral promise of being able to write your thing once and have it ported to run anywhere with minimal to no further effort.

[–] mlg@lemmy.world 4 points 6 months ago

I wanna see someone make a GPU accelerated game in assembly.

Just throw the Vulkan and DX12 C APIs in the garbage and do it all yourself lol.

[–] Luvs2Spuj@lemmy.world 7 points 6 months ago

I've already got a park map.

[–] Moah@lemmy.blahaj.zone 11 points 6 months ago (2 children)

I've written several games in assembly and I've never regretted any of them.

[–] Tangent5280@lemmy.world 4 points 6 months ago (1 children)

Don't be shy, send a link.

[–] Moah@lemmy.blahaj.zone 15 points 6 months ago

Inspector Gadget for GBC: https://youtu.be/GSPCBtg0cJ4?si=GHfE4gIJpJA8ITC8

Toonsylvania for GBC: https://youtu.be/IHOwUWpXi2Y?si=GNrc6S08sy3CQMmG

My older games didn't get published, but I had another platformer for Amstrad CPC, as well as several adventure games with syntax analyzers.

[–] ILikeBoobies@lemmy.ca 6 points 6 months ago (1 children)
[–] cybermass@lemmy.ca 3 points 6 months ago

Release the docs!

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