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@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

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