Warcraft 1 (1994), Warcraft 2 (1995), and StarCraft (1998) all use power-of-2 aligned map sizes (64 blocks, 128 blocks, and 256 blocks) so the shift-factor could be pre-computed to avoid division/multiplication, which was dang slow on those old 386/486 computers. Each map block was 2x2 cells, and each cell, 8x8 pixels. Made rendering background cells and fog-of-war overlays very straightforward assembly language. All…
It's a shame that when a Redditor discovered the source code for the original StarCraft "gold master" on a CD, they sent it back to Blizzard in exchange for some fucking blizzard merch [1] EA a while back released the source code to (most) of the old Command & Conquer games [2] though interestingly left out Tiberian Sun and Red Alert 2, StarCraft's closest competitors at the time. Would've been nice for historical pr…
Oh, you wouldn't want to, believe me. You'd be scarred by code like this:
class CUnit ... {
#include "header_1.h"
#include "header_2.h"
#include "header_3.h"
#include "header_4.h"
};
It's remarkable the game functioned as well as it did. See https://www.codeofhonor.com/blog/tough-times-on-the-road-to-...