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Simple Optimization Trick

Scheduled Pinned Locked Moved Programmer Humor
programmerhumor
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  • B [email protected]

    Before Doom (1993), almost all games were assembly.

    Carmack wrote Wolfenstein 3d in C. Star Control and Dune 2 were C.

    R This user is from outside of this forum
    R This user is from outside of this forum
    [email protected]
    wrote on last edited by
    #32

    > almost

    B 1 Reply Last reply
    7
    • maven@lemmy.zipM [email protected]
      This post did not contain any content.
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      [email protected]
      wrote on last edited by [email protected]
      #33

      is there a NPM package for assembly? I need to keep access to right pad my strings package.

      1 Reply Last reply
      36
      • Q [email protected]

        Did the developer use any version control though? SCCS has been around since the early 70s, RCS and CVS since the 80s. The tools definitely existed.

        Also, it was a single dev, which makes SCM significantly simpler!

        B This user is from outside of this forum
        B This user is from outside of this forum
        [email protected]
        wrote on last edited by
        #34

        In my experience (some games in z80 and 68000 in the early 90s), version control wasn't considered until mid-90s sometime, and at first wasn't trusted. There were network backups, but I don't know if they had revisions.

        Merging seemed like it couldn't possibly work well, so we would try to have separate ownership of different files. Although there would be only a handful of programmers on a team, so that was easy.

        Prior to that, backup and versioning was manually handing a floppy or two to someone each week.

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        • P [email protected]

          Really? It was required when I was in college. We did MIPS, x86, and PIC.

          I like it because there's no mysterious things happening to your bits. Every line is an instruction executed. You control the machine. It's power. It gives you power over the machines.

          E This user is from outside of this forum
          E This user is from outside of this forum
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          wrote on last edited by
          #35

          That wasn't required in my CS program, though instead we had to design our own instruction set and assembler. Obviously it was an approximation, though.

          1 Reply Last reply
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          • B [email protected]

            Before Doom (1993), almost all games were assembly.

            Carmack wrote Wolfenstein 3d in C. Star Control and Dune 2 were C.

            A This user is from outside of this forum
            A This user is from outside of this forum
            [email protected]
            wrote on last edited by
            #36

            Wolfenstein 3D is a lot less impressive than Doom. Doom was faster and more complex than other games, where as Wolfenstein had a strong and appealing gimmick but was slower and less complex as a trade-off. In-line with the expectations around compiled languages.

            1 Reply Last reply
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            • F [email protected]

              Rollercoaster Tycoon was the last of an era, not a sudden burst of genius.

              Before Doom (1993), almost all games were assembly. Doom was a shock to the industry. You could now write a high performance, multiplatform, sophisticated game in a compiled language (C). When I say multiplatform, I don't just mean how it was ported to everything later. It was developed on NextStations first. DOS was the first port. So it proved all of the above immediately on release.

              We take for granted that C is performant now, but that wasn't obvious until optimizing compilers got good and someone tried.

              Rollercoaster Tycoon (1999) is the last notable title that used ASM. It's impressive in many ways, but it wasn't as much of a standout as it seems now. Six years earlier to its release, that was just how games were done.

              It's notable that the only port of Rollercoaster Tycoon was the original Xbox, which was also x86. Nobody wants to rewrite it for anything else.

              A This user is from outside of this forum
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              wrote on last edited by
              #37

              Before Doom (1993), almost all games were assembly

              No? Not even close? Why is it people get away with saying such stupid things on the internet?

              F 1 Reply Last reply
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              • D [email protected]

                I went to college for Microbiology and became a programmer on my own after, so nope, never written a single line in assembly and never thought of checking it out either. Just never really crossed my mind. I might start messing with it soon.

                P This user is from outside of this forum
                P This user is from outside of this forum
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                wrote on last edited by
                #38

                I... Don't recommend it. Rust if anything.

                It's a neat party trick? Helps you understand how a processor works? But for anything modern, it's way more work than it's worth.

                1 Reply Last reply
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                • A [email protected]

                  Before Doom (1993), almost all games were assembly

                  No? Not even close? Why is it people get away with saying such stupid things on the internet?

                  F This user is from outside of this forum
                  F This user is from outside of this forum
                  [email protected]
                  wrote on last edited by
                  #39

                  Because it's true. Here's an article from Tim Sweeney from 2001:

                  https://web.archive.org/web/20010105180900/http://www.gamespy.com/legacy/articles/devweek_c.shtm

                  Mainstream application programmers switched to C in the early 80's. Game developers were slower to switch, because their small teams and focus on performance kept assembly language viable till the following decade. When id Software released DOOM, they surprised much of the industry by having no reliance on assembly code--despite excellent game performance, and by successfully cross-developing the game (in NeXTstep and DOS), then successfully porting it to an astounding variety of platforms.

                  B B 2 Replies Last reply
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                  • B [email protected]

                    Before Doom (1993), almost all games were assembly.

                    Carmack wrote Wolfenstein 3d in C. Star Control and Dune 2 were C.

                    F This user is from outside of this forum
                    F This user is from outside of this forum
                    [email protected]
                    wrote on last edited by
                    #40

                    Those games didn't have the splash that Doom did for this sort of thing.

                    https://web.archive.org/web/20010105180900/http://www.gamespy.com/legacy/articles/devweek_c.shtm

                    Mainstream application programmers switched to C in the early 80's. Game developers were slower to switch, because their small teams and focus on performance kept assembly language viable till the following decade. When id Software released DOOM, they surprised much of the industry by having no reliance on assembly code--despite excellent game performance, and by successfully cross-developing the game (in NeXTstep and DOS), then successfully porting it to an astounding variety of platforms.

                    E 1 Reply Last reply
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                    • F [email protected]

                      Animal Well was written in C without an engine and it was a decent hit (for an indie). Although that's definitely an exception, perhaps very similar to the RollerCoaster Tycoon example

                      jumuta@sh.itjust.worksJ This user is from outside of this forum
                      jumuta@sh.itjust.worksJ This user is from outside of this forum
                      [email protected]
                      wrote on last edited by
                      #41

                      Wikipedia says cpp

                      1 Reply Last reply
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                      • H [email protected]

                        This looks like a screenshot in the background of the C++ OpenRCT version because the resolution is too high and not supported by the original assembly release.

                        K This user is from outside of this forum
                        K This user is from outside of this forum
                        [email protected]
                        wrote on last edited by [email protected]
                        #42

                        The original goes to 1024 x 786 and has different zoom levels. I've played most of the original parks this year and that does not see to be too high res to me. Give me a sec I'll take a screenshot of mine in a minute.

                        Edit here it is. It's the GOG version, which launches fullscreen, so the 1024 x 768 are stretched onto the center of my 1920 x 1080 screen.

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                        • maven@lemmy.zipM [email protected]
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                          wrote on last edited by
                          #43

                          Hello everyone and welcome to another video.

                          N 1 Reply Last reply
                          15
                          • D [email protected]

                            I went to college for Microbiology and became a programmer on my own after, so nope, never written a single line in assembly and never thought of checking it out either. Just never really crossed my mind. I might start messing with it soon.

                            K This user is from outside of this forum
                            K This user is from outside of this forum
                            [email protected]
                            wrote on last edited by
                            #44

                            If you're curious, I recommend this channel. It often delves deep into the code to explain stuff, as well as how the hardware works. Really fascinating!

                            D 1 Reply Last reply
                            0
                            • F [email protected]

                              Because it's true. Here's an article from Tim Sweeney from 2001:

                              https://web.archive.org/web/20010105180900/http://www.gamespy.com/legacy/articles/devweek_c.shtm

                              Mainstream application programmers switched to C in the early 80's. Game developers were slower to switch, because their small teams and focus on performance kept assembly language viable till the following decade. When id Software released DOOM, they surprised much of the industry by having no reliance on assembly code--despite excellent game performance, and by successfully cross-developing the game (in NeXTstep and DOS), then successfully porting it to an astounding variety of platforms.

                              B This user is from outside of this forum
                              B This user is from outside of this forum
                              [email protected]
                              wrote on last edited by
                              #45

                              Focus on performance, wow, well the industry has certainly changed a bit.

                              N 1 Reply Last reply
                              6
                              • D [email protected]

                                I've never written a single line of code in assembly, and I'm now curious

                                addie@feddit.ukA This user is from outside of this forum
                                addie@feddit.ukA This user is from outside of this forum
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                                wrote on last edited by
                                #46

                                I learned z80 assembly back when the cutting edge of technology was a ZX Spectrum, and 68k assembly when I upgraded to an Amiga. That knowledge served me quite well for my early career in industrial automation - it was hard real-time coding on eZ80's and 65c02 processors, but the knowledge transfers.

                                Back in the day, when input got mapped straight into a memory location and the display output was another memory location, then assembly seems like magic. Read the byte they corresponds to the right-hand middle row of the keyboard, check if a certain bit is set in that byte, therefore a key is held down. Call your subroutine that copies a sequence of bytes into a known location. Boom, pressing a key updates the screen. Awesome.

                                Modern assembly (x64 and the like) has masses of rules about pointer alignment for the stacks, which you do so often you might as well write a macro for it. Since the OS doesn't let you write system memory any more (a good thing) then you need to make system calls and call library functions to do the same thing. You do that so often that you might as well write a macro for that as well. Boom, now your assembly looks almost exactly like C. Might as well learn that instead.

                                In fact, that's almost the purpose of C - a more readable, somewhat portable assembly language. Experienced C developers will know which sequence of opcodes they'd expect from any language construction. It's quite a simple mapping in that regard.

                                It's handy to know a little assembly occasionally, but unless you're writing eg. crypto implementations, which must take the exact same time and power to execute regardless of the input, then it's impractical for almost any purpose nowadays.

                                D 1 Reply Last reply
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                                • K [email protected]

                                  Hello everyone and welcome to another video.

                                  N This user is from outside of this forum
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                                  [email protected]
                                  wrote on last edited by
                                  #47

                                  The YouTube algorithm works in mysterious ways.

                                  Because I'm nice, to anyone who doesn't get the reference: https://www.youtube.com/@MarcelVos

                                  1 Reply Last reply
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                                  • B [email protected]

                                    Focus on performance, wow, well the industry has certainly changed a bit.

                                    N This user is from outside of this forum
                                    N This user is from outside of this forum
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                                    wrote on last edited by
                                    #48

                                    Performance is very much still a significant factor. At the end of the day, games are expected to run at certain FPS on certain machines. The machines have gotten better to the extent that unoptimized code can be used sometimes, but when competing for graphics, badly optimized games will have to sacrifice fidelity to hit performance targets, where well-optimized games can get squeeze out better graphics and hit those same targets.

                                    There's plenty of tricks these days but optimized code will always have an edge.

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                                    • maven@lemmy.zipM [email protected]
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                                      wrote on last edited by
                                      #49

                                      Since it wasn't mentioned yet: https://openrct2.io/

                                      L F 2 Replies Last reply
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                                      • F [email protected]

                                        Those games didn't have the splash that Doom did for this sort of thing.

                                        https://web.archive.org/web/20010105180900/http://www.gamespy.com/legacy/articles/devweek_c.shtm

                                        Mainstream application programmers switched to C in the early 80's. Game developers were slower to switch, because their small teams and focus on performance kept assembly language viable till the following decade. When id Software released DOOM, they surprised much of the industry by having no reliance on assembly code--despite excellent game performance, and by successfully cross-developing the game (in NeXTstep and DOS), then successfully porting it to an astounding variety of platforms.

                                        E This user is from outside of this forum
                                        E This user is from outside of this forum
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                                        wrote on last edited by
                                        #50

                                        Those games didn’t have the splash that Doom did for this sort of thing.

                                        I would say that Wolf3d would certainly count as proof of concept.

                                        1 Reply Last reply
                                        3
                                        • D [email protected]

                                          I've never written a single line of code in assembly, and I'm now curious

                                          M This user is from outside of this forum
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                                          wrote on last edited by
                                          #51

                                          A little late to this comment but there are some assembly videogames out! They are puzzles and gives you the gist of how assembly works.

                                          I really enjoyed TIS-100. I just never got around to beating it.

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