>25 years ago >programmers wrote their own games using only ASM >today >programmers struggle making 2D pong games that runs on toasters and don't weight 1 GB
I mean, how hard should be making a game today without all the garbage bloat today indie retards do?
I too wonder about this size bloat I seem to experience and many times it doesn't seem justified. Then again you are a fucking frogposter.
Jace Parker
>25 years ago >write for a single arcade machine >today >write for a thousand different CPU / GPU / OS combinations
programmers probably are worse on average, but usage of general purpose frameworks is unavoidable in any serious production environment.
Xavier Cruz
>what is C
every piece of hardware run C, even NES.
Matthew Price
I think it has to do with tools and frameworks devs use.
Coding everything from scratch works if you are developing basic games but today's games are anything but basic so devs use these frameworks that enable them to create games in shorter times but at the cost of less optimization but this is accepted because modern hardware can just brute force through their unoptimized code.
Carson Sullivan
Ironically modern AAA games are simpler and less complex (gameplay wise) than PSOne era games.
All they have now are shinny graphics but everything else is worse.
They can't even remake FFVII properly today.
Jackson Rodriguez
Nice bait
Matthew Fisher
>complains about diferent architectures >ignore that C is portable ASM ???
Josiah Ortiz
Of course I was talking about technological complexity, meaning things like physics simulation for example.
That bring said I don't agree with you. There are enough more complex games today and oftentimes old games are more complex than they need to be because devs were still experimenting with what designs work best
Brandon Gutierrez
>more complex >use the default physics from unreal and unity ????
NES mario had better 2D physics than any garbage made on unity or unreal.
John Wright
The libraries are different for every platform.
Ryan Cruz
It's not "hard" so much as extremely tedious to write in assembler. Not sure if you've seen this vid or if you've tried it yourself, but here's a good example of how slow it can be unless you're already very experienced. The guy in the vid is reasonably skilled and has to slow it down for the audience, but you can see how dev time can become exponentially larger unless you have the skill set and qualified people backing you up.
If you want to iterate quickly (and this isn't just video games), then you need to rely on higher level languages and IDEs that all contribute their own bloat and performance trade-offs. Chris Sawyer had to spend around two years straight coding Roller Coaster Tycoon and most people aren't nearly as good at managing their time as he is.
tl;dr anyone can do it but most people don't want to put in the time
Aiden Jenkins
>asbstracting your C code to use diferent rendering libaries is an extremelly complicated task >better use unreal and make those 800 MB 2D pixel platformers ???
just use SDL faggot, it runs on everything.
Ryder Murphy
You're relying on third parties to make sure that their graphics drivers act in a sane way across different hardware set-ups. That's what they're supposed to be doing to make your life simple, but that's not what happens in practice.
Brody Long
>portable code requires a PHD level of computer science, better use unity for my pixel shit game
Charles Wilson
You're conflating skill set with the competence of third party support. Not sure if you're genuinely too stupid to understand the difference or not.
Colton Wilson
I don't know why I keep trying to have normal conversations on here.
Christian Anderson
>SDL and C compilers are trash >implying
unity physics are dogshit for 2D games.
Justin Wright
Your mistake was not seeing the bait from the get-go since the guy is clearly avoiding my question. If other people want to be misled by him, that's their own gullibility at work.
Robert Jenkins
Ignore the retards. I always enjoy learning from the thoughtful posts around here.