no comments (yet)

sorted by: hot top controversial new old
there doesn't seem to be anything here
15 comments in c/programming@programming.dev view that post
[–] 59 points 7 months ago

other high-level languages like C or C++

How times have changed...

  • source
  • [–] 43 points 7 months ago* (6 children)

    I know the OpenTTD folks have been trying to deflect any ire from being directed at Atari, but man... fuck Atari for forcing them off of Steam and GOG. I really don't think they have any legal leg to stand on and are just saber rattling to scare the OpenTTD folks into submission.

  • source
  • hideshow 6 child comments
  • [–] 6 points 7 months ago (1 child)

    I've only recently and briefly looked into the US law on reverse engineering, which is what OpenTTD were initially doing — and apparently the EULA overrides the law in that case, while a lot of software has stock statements in the EULA that forbid reverse engineering.

  • source
  • parent
  • hideshow 1 child comment
  • [–] 9 points 7 months ago (3 children)

    What's OpenTTD? How is this comment related to the article or the topic? Not being confrontational, just curious...

    Edit: it's an open source version of a transport tycoon game.

  • source
  • parent
  • hideshow 3 child comments
  • [–] 10 points 7 months ago

    To clarify further, 'Transport Tycoon' and its update 'Transport Tycoon Deluxe' are the direct predecessors of 'Rollercoaster Tycoon', with the latter using largely the same engine and being close in the interface. Both games benefited tremendously from having been made in assembly, allowing them to run on mid-nineties machines while juggling hundreds of simulated units and multiple views of the area.

    Both games (and the sequel 'Rollercoaster Tycoon 2') were programmed by one dude Chris Sawyer, with art and music by other folks (also one per task for RCT, not sure about TTD).

  • source
  • parent
  • [–] 2 points 7 months ago (1 child)

    Yeah, I think basically the only reason why Transport Tycoon is in the news now-a-days is because they're releasing a new edition of Transport Tycoon. And in preparation for that (basically to shut down who they see as "competition"), they're fucking over everyone they view as potential competition.

  • source
  • parent
  • hideshow 1 child comment
  • [–] 4 points 7 months ago

    Perhaps that's why I don't work in marketing, but that would buy so much goodwill and interest from the early fans if they were just embracing it. The first game is very lovable, and people loving it would probably have a look at the new one and that's essentially free advertising. The only reason I see them doing this is because they know already that it's bad, like, very bad.

  • source
  • parent
  • [–] 36 points 7 months ago (2 children)

    Running OpenRCT2 on a Raspberry Pi is probably one of my favorite pastimes. It’s such an incredibly well-crafted game that it will run on nearly anything.

  • source
  • hideshow 2 child comments
  • [–] 3 points 7 months ago* (last edited 7 months ago)

    I've been playing the Android port of OpenTTD, on an old and slow tablet. Input is a bit clunky, but tolerable.

    Although, strictly speaking, the performance of OpenTTD and OpenRCT2 doesn't follow from the original being so streamlined — seeing as they're both reimplementations in C/C++.

  • source
  • parent
  • [–] 2 points 6 months ago

    I've been playing it on my potato tablet that I revived with Linux recently. It's basically the only game that runs on it. Well, only thing better than Solitaire or Mahjongg. It's really impressive, takes me back to my Compaq LTE 5300 and playing RCT when it was new.

  • source
  • parent
  • [–] 11 points 7 months ago (2 children)

    I seem to remember some chess game that was written that accounted for the memory drum hardware that used it which i would think would be the gold standard... might be this one https://en.wikipedia.org/wiki/1K_ZX_Chess

  • source
  • hideshow 2 child comments
  • [–] 6 points 7 months ago

    Btw the optimization for random walking of park guests makes for kinda shitty gameplay. Parks aren't designed at all like real parks, and transportation rides are almost useless. It's impressive for its time, yes, but the park simulation only visually looks good enough, it's not really good enough.

    If you play it like a model building game (not a theme park simulator) then it's almost perfect.

  • source
  • 13 comments in c/technology@lemmy.world view that post
    [–] 41 points 6 months ago (1 child)

    Interesting article! You should cross-post to some retro gaming communities, I'm sure they'd love it. I still never okayed this game as it came out when there was too much heat in Sims in the 90s, but probably would have enjoyed it more than some of the sim games I did play.

  • source
  • hideshow 1 child comment
  • [–] 30 points 6 months ago* (2 children)

    If you are into game optimization tricks you might like this video: https://m.youtube.com/watch?v=lC4YLMLar5I&pp=ygUhdGhlIGdhbWUgdGhhdCBjb3VsZG4ndCBiZSB3cml0dGVu

    It's about the original Elite, and all tricks needed to create a full virtual galaxy on 8 bit computers

  • source
  • hideshow 2 child comments
  • [–] 5 points 6 months ago

    That looks indeed awesome. I didn't know Elite was developed for the BBC Micro... 22 kB for a 3D open-world fighting/trading/mining flight simulator using only 8-bit integer addition operations. I had no idea...

  • source
  • parent
  • [–] 26 points 6 months ago (3 children)

    I dunno, I'm sort of underwhelmed.

    • use the smallest data type you need for a given purpose (which you don't really need to worry about on modern hardware for integer types)
    • use bitwise arithmetic when possible
    • use fake pathfinding when possible (in this case random walk), and when not possible, limit search depth
    • don't do collision detection on thousands of guests; allow them to phase through each other

    This is all fairly basic stuff I would hope any game dev would be aware of.

  • source
  • hideshow 3 child comments
  • [–] 5 points 6 months ago*

    I want to optimize MR BONES WILD RIDE

  • source
  • RCT made my night classes in 2003 tolerable.

  • source
  • [+] 3 points 6 months ago (2 children)
  • 4 comments in c/tycoon@lemmy.world view that post
    [–] 14 points 7 months ago (2 children)

    Programmer friend years ago broke it down for me like this. Yes, he did it in assembly, but similar to all computer things; he used large chunks of copy pasta. In no way does it diminish the achievement. But for layman, hearing that it was all written in machine code conjured images of vacuum tubes and Margaret Hamilton standing next to a literal person sized stack of typed pages. He moved mountains efficiently and intelligently with clever acumen. A real feat!

    Now if you will excuse me, a handyman is drowning.

  • source
  • hideshow 2 child comments
  • [–] 3 points 7 months ago (1 child)

    Is assembly code really comparable to vacuum tubes? Maybe it's because I work with video, but usage of assembly is still a thing in performance critical Codec code.

    P.S. I think machine code is a step below assembly. I could be wrong though.

  • source
  • parent
  • hideshow 1 child comment
  • [–] 3 points 7 months ago

    Assembly is the 'human-readable' version. It has mnemonic values for the opcodes, so you can write eg. RET to return from a subroutine rather than the machine code 0xC3 / 195. It also lets you write named labels for offsets in the code which are substituted for their number values during assembly, which saves a lot of tedious counting, and macros, which are expanded into a longer list of instructions, saving lots of copy-paste.

    So yeah, machine code is a step down. Not a big step down, there's pretty much a 1:1 conversion between either form, but assembly has a couple of niceties that make it much easier for humans to work with.

  • source
  • parent
  • [–] 2 points 7 months ago

    Chris Sawyer the GOAT

  • source