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Game logic

Name: Anonymous 2010-05-16 5:18

How the fuck do they code games so that everything moves smoothly and at a consistent rate regardless of the speed of the machine you run it on, and still have tons of shit interacting with each other somehow?
Maybe I need to find a good open-source candidate to have a look at.

Also, I wish I knew the correct terms to describe what I'm talking about.

Name: Anonymous 2010-05-30 18:21

What a colossal waste of time.

Name: Anonymous 2010-05-30 19:29

>>81
What?  I found >>80 to be a delightful exercise in creative writing!

Name: Anonymous 2010-05-30 19:49

Draw/Paint();

Update/Cycle();

Name: Anonymous 2010-05-30 20:55

One word, indirect threaded code, thread over.

Name: Anonymous 2010-11-15 1:30

Name: Anonymous 2011-02-04 9:03

I need to stop procrastinating

Name: Anonymous 2011-02-04 10:07

>>86
PROCRASTINATE MY ANUS

Name: Anonymous 2011-02-04 10:32

hax my dubs

Name: Anonymous 2011-02-04 11:21

>>88
HAX MY ANUS!

Name: Anonymous 2011-02-04 11:55

ANTICRASTINATION

Name: Anonymous 2011-02-04 12:11

ANUSCRASTINATION

Name: Anonymous 2011-02-04 14:09

ramuda karukurusu

Name: Anonymous 2011-02-04 14:59

Let us have a minute's silence for >>13's contribution to /prog/.

Name: Anonymous 2011-02-04 15:54

>>92
ラムダ·クダークルス。

Name: Anonymous 2011-02-04 16:46

Doom and Quake engines are GPL'd.

Name: Anonymous 2011-02-04 16:50

>>95
He said open-source

Name: Anonymous 2011-08-16 22:16

Awesome code. Great size. Looks concise. Efficient. Elegant. Keep us all posted on your continued progress

with any new code factoring or compiler optimization. Show us what you got man. Wanna see how freakin'

expressive, efficient, concise and elegant you can get. Thanks for the motivation.

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