I worked on port of a Konami game from PSX to PC, that was 1999-2000 - the code (C) had lots of #ifdefs like where inline assembly was placed, and the original "C" code was kept. It seemed all done by one specific programmer, and what really saved us (in porting) the game was the originallly kept "C" code. My mips knowledge was never as good as x86. So yes, it was the norm back then. My second job (1998), was working…
Original Age of Empires 2 dev talks about its usage of assembly code
101–110 of 113 posts
Re: Original Age of Empires 2 dev talks about its usage of assembly code
#102Re: Original Age of Empires 2 dev talks about its usage of assembly code
#103I worked on port of a Konami game from PSX to PC, that was 1999-2000 - the code (C) had lots of #ifdefs like where inline assembly was placed, and the original "C" code was kept. It seemed all done by one specific programmer, and what really saved us (in porting) the game was the originallly kept "C" code. My mips knowledge was never as good as x86. So yes, it was the norm back then. My second job (1998), was working…
It was always so disappointing, spending hours coding up a tightly wound assembly language version of some inner loop that uses half the instructions generated by the C++ compiler, only to find that your slaved-over version is actually 5% slower . But OTOH... the thrill when it actually was faster! This was back in the Pentium 4 era, where there were deep pipelines and oddities like some simple ALU instructions (ADD,…
Shifts were bad however, I think they left out the barrel shifter for some ungodly reason.
Re: Original Age of Empires 2 dev talks about its usage of assembly code
#104For those interested, the competitive AoE2 scene is alive and well with one of its biggest tournaments, NAC5, going on now, an in-person LAN in Berlin. https://liquipedia.net/ageofempires/Nili%27s_Apartment_Cup/5 https://www.twitch.tv/nili_aoe https://www.youtube.com/channel/UCXeY7zz-1LsyZdnpFbffdqA
Re: Original Age of Empires 2 dev talks about its usage of assembly code
#105I worked on port of a Konami game from PSX to PC, that was 1999-2000 - the code (C) had lots of #ifdefs like where inline assembly was placed, and the original "C" code was kept. It seemed all done by one specific programmer, and what really saved us (in porting) the game was the originallly kept "C" code. My mips knowledge was never as good as x86. So yes, it was the norm back then. My second job (1998), was working…
It was always so disappointing, spending hours coding up a tightly wound assembly language version of some inner loop that uses half the instructions generated by the C++ compiler, only to find that your slaved-over version is actually 5% slower . But OTOH... the thrill when it actually was faster! This was back in the Pentium 4 era, where there were deep pipelines and oddities like some simple ALU instructions (ADD,…
Re: Original Age of Empires 2 dev talks about its usage of assembly code
#106https://www.youtube.com/watch?v=t2kdKB18c7I&t=332s
We were just coming out of the age of assembler. The background blitting is all assembler, but the characters are Direct3D. When I put the 3D engine in there it was a 3D software renderer I had written when I was 13 in C++ and x86 and I just pasted it into the game engine, but I think we took the software renderer out and just used Direct3D's renderer. GPUs were just coming onto the market, and I think the hope was that it would get a boost from a GPU, although I don't remember ever testing it on one. (I do remember going to gaming expos and the card manufacturers would just hand out GPUs to every dev that went to their booths...)
AMA.
Re: Original Age of Empires 2 dev talks about its usage of assembly code
#107Earlier quoted context omitted.
I don't think so. I know everybody loves to say that IRC is better than [insert commercial chat application] but in this particular use case discord is superior to irc imo because of the voice/video chat features and greater convenience.
It's the structure/topology. Discord has a million deserted "servers" with redundant general channels. Peak IRC had a dozen or so large networks that often bundled a lot of e.g. adjacent FOSS projects. The chances of running into someone interesting a la the article anecdote was just higher. Discord is a massive net negative for chatting on the internet because of this flaw imho.
Re: Original Age of Empires 2 dev talks about its usage of assembly code
#108I worked on port of a Konami game from PSX to PC, that was 1999-2000 - the code (C) had lots of #ifdefs like where inline assembly was placed, and the original "C" code was kept. It seemed all done by one specific programmer, and what really saved us (in porting) the game was the originallly kept "C" code. My mips knowledge was never as good as x86. So yes, it was the norm back then. My second job (1998), was working…
I think Katmai was Pentium III
Re: Original Age of Empires 2 dev talks about its usage of assembly code
#109Earlier quoted context omitted.
It's the structure/topology. Discord has a million deserted "servers" with redundant general channels. Peak IRC had a dozen or so large networks that often bundled a lot of e.g. adjacent FOSS projects. The chances of running into someone interesting a la the article anecdote was just higher. Discord is a massive net negative for chatting on the internet because of this flaw imho.
This wasn't my experience with IRC. Our channel only ever had thirty people tops before being swallowed by discord. It's got the same discovery/accessibility issues that the Windows vs Linux issue has. Want Windows/Discord? Google Windows/Discord, first result, done. Want Linux/IRC? Weeeell, first you're going to have to find a distro/client. There's no singular trusted expert and everyone disagrees on what's best, s…
The thing is, my experience is different, but of course similarly anecdotal. I essentially got my entire professional network and career on IRC, and that includes contacts all over the modern tech stack and adjacent interests, being on just two IRC "servers". And I could connect many other people in the same way.
On Discord, there seem to be just more barriers against this. Getting someone into a new place doesn't just require hopping into a new channel with a single /join command, but an entire new "server" with a new crowd. There's more inhibition against that.
Re: Original Age of Empires 2 dev talks about its usage of assembly code
#110I worked on port of a Konami game from PSX to PC, that was 1999-2000 - the code (C) had lots of #ifdefs like where inline assembly was placed, and the original "C" code was kept. It seemed all done by one specific programmer, and what really saved us (in porting) the game was the originallly kept "C" code. My mips knowledge was never as good as x86. So yes, it was the norm back then. My second job (1998), was working…