Earlier quoted context omitted.
There's nothing wrong with this code. It's called loop unrolling and it keeps the game performant.
Hah. Unroll your loops manually to give the compiler a break!
VVVVVV Source Code
61–70 of 95 posts
Re: VVVVVV Source Code
#62Quote from https://distractionware.com/blog/2020/01/vvvvvv-is-now-open-... , linked in the article: --- snip --- There’s a lot of weird stuff in the C++ version that only really makes sense when you remember that this was made in flash first, and directly ported, warts and all. For example, maybe my worst programming habit is declaring temporary variables like i, j and k as members of each class, so that I didn’t hav…
This sounds great and confirms my suspicions that gaming coders learn more than standard coders do.
Games are one of the hardest things you can build since they have end to end complexity unlike most projects that can be cleanly decomposed into subsystems.
Re: VVVVVV Source Code
#63He confesses to declaring i,j,k in every class so he didn't have to declare them in functions where he used them ( and (not surprisingly) that caused some nasty, difficult bugs ). Amazing that he ever made a decent game out of code like that!
Re: VVVVVV Source Code
#64Re: VVVVVV Source Code
#65Re: VVVVVV Source Code
#66Quote from https://distractionware.com/blog/2020/01/vvvvvv-is-now-open-... , linked in the article: --- snip --- There’s a lot of weird stuff in the C++ version that only really makes sense when you remember that this was made in flash first, and directly ported, warts and all. For example, maybe my worst programming habit is declaring temporary variables like i, j and k as members of each class, so that I didn’t hav…
This sounds great and confirms my suspicions that gaming coders learn more than standard coders do.
game developers must consider things that people like enterprise developers never concern themselves with, like latency and performance.
these days, at least where I work, everything is dominated by network latency. no matter what you do in your application logic, network latency will always dominate response time. with games, there is no latency unless you are writing a multiplayer server, and there are many ways to solve that, some better than others.
playing a single player factorio game, having huge factories on five planets, robots flying around doing things for you, dozens of ships flying between planets destroying asteroids and picking up the rocks they leave behind, hundreds of thousands of inserters picking up items and putting them onto or removing them from conveyor belts, and updating the status of everything in real time at 60 frames a second kinda hints at what computers can do today if you keep performance a primary concern. corporate developers never have to think about anything even approaching this.
i'm convinced that 2-4 experienced game developers could replace at least 20 traditional business software developers at any business in the US, and probably 50 enterprise software developers anywhere. They aren't 5x-10x as expensive, either. Experienced game developers simply operate on another level than most of us.
Re: VVVVVV Source Code
#67Quote from https://distractionware.com/blog/2020/01/vvvvvv-is-now-open-... , linked in the article: --- snip --- There’s a lot of weird stuff in the C++ version that only really makes sense when you remember that this was made in flash first, and directly ported, warts and all. For example, maybe my worst programming habit is declaring temporary variables like i, j and k as members of each class, so that I didn’t hav…
Suddenly having to prefix `this.` in JavaScript to every member bothers me a lot less
Re: VVVVVV Source Code
#68Re: VVVVVV Source Code
#69Re: VVVVVV Source Code
#70VVVVVV is a superb demonstration that graphics don't make a game -- music does.
Finished a few days ago, great game, great music.