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Making a game on a custom bytecode VM in 7 days and 3kB

laurent.le-brun.eu

1–10 of 24 posts

Re: Making a game on a custom bytecode VM in 7 days and 3kB

#3
Such a beautiful technique for shoehorning straight out of the 1970s! See also

https://en.wikipedia.org/wiki/CHIP-8

and

https://en.wikipedia.org/wiki/SWEET16

It seems so un-FORTRAN that DEC had a FORTRAN compiler for the PDP-11. that was based on a stack machine and then later built an FP accelerator specialized to accelerate the stack machine. It was a straggler but I'm still trying to track down a circa 1992 article from Dr. Dobb's Journal where someone used virtual machine techniques to unbreak the broken i860 and make a good FORTRAN compiler.

Re: Making a game on a custom bytecode VM in 7 days and 3kB

#5
post #4

The rest of the games submitted to this very interesting, somewhat niche game jam (including my own entry) are here: https://itch.io/jam/langjamgamejam/entries There were some really impressive submissions in spite of the short time frame!

The jam was originally going to be just me doing a solo project but it grew much larger! Over 200 people joined the Discord.

We plan on running it again: https://langjamgamejam.com/

Re: Making a game on a custom bytecode VM in 7 days and 3kB

#6
post #5
post #4

The rest of the games submitted to this very interesting, somewhat niche game jam (including my own entry) are here: https://itch.io/jam/langjamgamejam/entries There were some really impressive submissions in spite of the short time frame!

The jam was originally going to be just me doing a solo project but it grew much larger! Over 200 people joined the Discord. We plan on running it again: https://langjamgamejam.com/

Maybe I missed it, but I didn't notice a submission of yours in the jam. Did you end up getting around to doing your solo project?

Re: Making a game on a custom bytecode VM in 7 days and 3kB

#7
It's incredibly satisfying to see the polar opposite of the usual LLM/superDB/K8/CICD/Cloud/Container/Crapola corpobloat we hear about on this site all the time, namely a tiny piece of handcrafted code, ironically produce something infinitely more aesthetically beautiful, and intellectually interesting from an almost artisan engineering perspective.

Re: Making a game on a custom bytecode VM in 7 days and 3kB

#9
post #2

What's that overall filter that covers the view? Is it supposed to look like a late 80s passive matrix color LCD screen? Edit: Thanks for the downvote, guess I shouldn't have paid any attention to this post at all?

Worth noting that it's easy (and probably fairly frequent) to click the wrong arrow, especially on a phone screen. I've started double-checking the "unvote" vs "undown" link that appears afterwards to make sure I hit the right one.

Re: Making a game on a custom bytecode VM in 7 days and 3kB

#10
post #9
post #2

What's that overall filter that covers the view? Is it supposed to look like a late 80s passive matrix color LCD screen? Edit: Thanks for the downvote, guess I shouldn't have paid any attention to this post at all?

Worth noting that it's easy (and probably fairly frequent) to click the wrong arrow, especially on a phone screen. I've started double-checking the "unvote" vs "undown" link that appears afterwards to make sure I hit the right one.

So that's how you tell, salutes. Sometimes I worry that I inadvertently downvoted someone by mistake. "But you can just unvote if that happens" sure but how do you tell what was voted.

Anyhow, I think if this was my forum I would put the downvote selector at the end of the comment title and have the upvote selector at the beginning.

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