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ryandrake 5 hours ago

Back in the early, early days, the game designer was the graphic designer, who also was the programmer. So, naturally, the game's rules and logic aligned closely with the processor's native types, memory layout, addressing, arithmetic capabilities, even cache size. Now we have different people doing different roles, and only one of them (the programmer) might have an appreciation for the computer's limits and happy-paths. The game designers and artists? They might not even know what the CPU does or what a 32 bit word even means.

Today, I imagine we have conversations like this happening:

Game designer: We will have 300 different enemy types in the game.

Programmer: Things could be really, really faster if you could limit it to 256 types.

Game designer: ?????

That ????? is the sign of someone who is designing a computer program who doesn't understand the basics of computers.

applfanboysbgon an hour ago | parent | next [-]

Not all, or even most, games are made by billion dollar studios. Overlapping roles are still the norm in small studios. And even those that do have bespoke designer roles would likely benefit from telling them that computers have certain limitations where trade-offs in game design need to be selected for, because many AAA games run like shit. Many times for reasons other than the game design, sure, but also sometimes because of ways that could be worked around more easily if the game design were accomodating the tradeoffs.

WalterBright 3 hours ago | parent | prev [-]

I wrote the Intellivision Mattel Roulette cartridge game back in the 1970s. It was all in assembler on a 10 bit (!) CPU. In order to get the game to fit in the ROM, you had to do every feelthy dirty trick imaginable.

biglost 21 minutes ago | parent | next [-]

Please, write a comment, pastebin, gist or whatever, I would love to read it, that are stories in computer science i enjoy the most

DougN7 2 hours ago | parent | prev [-]

I would love to hear more about that.