@PixelProphecy@mastodon.gamedev.place
Post #2097631
2022-12-22 02:40 UTC
With procedural generation you can save a lot of space for content but did you know that Pitfall! on the Atari 2600 uses one byte (!) to describe a room? Here's the link to an article describing how that works:
https://evoniuk.github.io/posts/pitfall.html
#gamedev #procgen #retro
Replies (3)
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@PixelProphecy@mastodon.gamedev.place 2022-12-22 18:36
Thanks to your boosts, my follower count on Mastodon can *not* be represented by a singly byte anymore! 😊
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@mode13h@mastodon.gamedev.place 2022-12-22 08:37
@PixelProphecy Very true. David Crane is one of my top #5 #gamedev heroes *ever*.
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@SonnyBonds@mastodon.gamedev.place 2023-02-12 08:13
@PixelProphecy Didn't know the 2600 was so insanely low on RAM. Amazing.