March 2004
Intermediate to advanced
200 pages
5h 20m
English
As we saw in the previous chapter, there is a demanding legacy of programmatic efficiency and speed in the realm of games. Early computers and game systems had very constrained memory and storage resources. Coupled with limited display and media-handling capabilities, they presented many obstacles to overcome. The challenge of making fun and interesting games was as much about squeezing every last cycle of performance out of the machine as it was about the design of the game itself.
As few high-level development tools existed for early game systems, a programmer’s only real choice was to get deep down into the system, and throw those bits around by hand. Thus is the genesis ...
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