Wattana

@Atirut@toot.community
86 Followers
164 Following
3.6K Posts
An idiot with a passion for gaming and coding. Thai/Eng bilingual. Yaps a lot online.
GitHubhttps://github.com/atirut-w
Bloghttps://atirut-w.github.io/

Cyan: Gay or European~ 🎢
*Google Home trigger sound*

🀨🀨🀨

Lying in bed next to Cyan

Cyan: Can you whip me?
*Google Home trigger sound*
Cyan: IT'S NONE OF YOUR BUSINESS, GOOGLE!!!

Cyan and I just lost two boxes of sushi. Like, lost.

We bought three, she ate half of one, I ate the other half, and the other two are just nowhere to be found.

I checked the fridge, the trash, the floor...

????????????

………… (ft. @cyan and @lina)
#MastoArt #AsahiLinArt #CyanArt
look at this clanker

#shitpost
something happened to my wii
is ghostwire tokyo worth playing or nah
there's a fox running in circles on the neoforge loading screen lol
what did I just find bruh
something squished (?) is brewing
Γ—
@abstractslug Sounds like an interesting challenge 😎
@abstractslug
Still remember unboxing my copy of "Elite:Frontier" many years ago and marveling at the single 3.5" disc vs the 20 or so that other games at the time required. Not just faster...
@abstractslug unironically a better dev experience than UE5
@abstractslug Am currently wrestling with the C# GC and yes I unironically miss the days of 68k and 386 assembly (8086 segments... not so much)
@TomF @abstractslug on a scale of 1 to 10 how close are you to going "fuck it I'm using AllocHGlobal"
@abstractslug Chris Sawyer regretting his decisions all the way to the bank
@abstractslug my favourite part of this is that the fps would probably just get worse
@abstractslug Sounds like a portability nightmare that wont really offer much of an advantage unless you are an assembly demon, since the compiler optimizations might actually outperform your code if you're not careful enough. Nevermimd the calls to the OpenGL library... unless you'd prefer Vulkan ​​

@enigmatico @abstractslug It would be more within the spirit of assembly game development to make the game run on bare metal with your own graphics driver (in assembly). And shaders written in assembly for the GPU.

Of course the game only works one one particular model of graphics card.

@enigmatico @abstractslug (Slightly more reasonably would be to run on Linux with a standard kernel-mode driver, but implement the userspace parts yourself, with the ioctls provided by the driver. Vulkan and OpenGL implementations are just userspace libraries.)
@enigmatico @abstractslug do consider that the meme is on top of a background of a screenshot of a game from 1999. it was kind of a different time...
@mei@donotsta.re @abstractslug Not by much though. Aside of 32-bit processors being the standard and no modern x86 extensions, it was pretty similar.
@enigmatico
@abstractslug @mei
yup. as i understand it (as it was quite a bit before my time) the implied coda of "lol rollercoaster tycoon was written in assembly" is "... quite a bit after compilers had gotten smart enough and computers had gotten performant enough to make 'writing such a game in assembly' kind of a pointless endeavor."
early 90s? yeah, you defintely had to write non-portable, highly-hardware-specific code. by 1999? generally no longer necessary for the average case.
@dizzy @abstractslug @mei@donotsta.re Not to mention that if you want to write assembly for Windows 9x, you still have to go through the Windows API you like it or not, so in the end its more of a hassle than an actual optimization since the code is going to be practically the same, but its going to take more effort for nothing.

The only performance gain, if anything, would be in some math computations, when optimized correctly. But then again, the compiler already optimizes a lot of these and if you mess up, its going to have a negative effect.

@enigmatico @abstractslug @mei I'd say today is very different from 1999 in that we have at least 2 different CPU ISAs in very wide use on consumer's devices, and every consumer device has some kind of programmable GPU. You can't safely assume x86 but you can fairly safely assume something like OpenGL ES 2.0.

(While there were more ISAs around in 1999, x86 was vastly more popular than mips, sparc, 68k, powerpc, etc. Nowadays neither ARM or x86 can be safely ignored.)

@0x2ba22e11 @abstractslug @mei@donotsta.re If we are talking about assembly then you want to target one architecture. Thays what I meant. If you want more than one then forget about assembly. By portability I mean to other OSs. On Windows you are going to use the Windows API while on Linux you will use the kernel syscalls + something like libc or a similar library (And then the graphics API because unless you write your own driver, you wont do bare metal GPU programming).

In that regard, yes. There isnt much difference since you are most likely going to target x86, and I think at that time it had all the extensions up to MMX, maybe SSE as well. Nowadays you would make use of the 64-bit eztensions of course, as well as every other extension, but aside of that (that its already handled by either the compiler or some API/library), its the same spirit.

@enigmatico I'm arguing that targeting assembly is a much worse idea now than it was back then. Whichever ISA you target, you are going to need to be emulated in order to run on the other one.

That and you don't want to be doing the rendering on the CPU at all any more.

@enigmatico It's Roller Coaster Tycoon tho! Nothing could have made this legend of a game more legendary than "developed by a single developer who probably spent too much time checking for op byte codes just to make guests break the benches when angry" πŸ₯Ή
@abstractslug

@abstractslug

The best part? Through use of an expansion port you could achieve complete #NintendoEntertainmentSystem compatibility. Port #RollerCoasterTycoon to #NES you cowards! 

@abstractslug I’ve decided going forward I’m just going to communicate in binary
@abstractslug 500000 seems like a very conservative estimate
@abstractslug assmbl Y perfec t lang uge for put game in t\o! syntax very Soft and Comfort game run fast write gam in Assembly. Put Game In Assembly. no problems ever in assmbl y because no team for support or dependsdencies manage. Assembly Lang yes a lang for a game put game in assembly can trust assembly for running good game fast. friend assembly
@abstractslug I do wonder if the small size of the original codebase made the making of https://freerct.net easier.
FreeRCT | Home

@abstractslug you can also write bad code in asm.
@abstractslug the people who write apps that basically just tell you information with electron and javascript will not appreciate this
@abstractslug Oh gods. I wrote a "useless machine", one of those things that turns itself off, in assembler. You'd type an X, and it would disappear after a second. Over and over. That alone was an exercise in frustration. And to think, people used to write software that sent us to the moon in Assembler.
@abstractslug and this is why I bought roller coaster tycoon because goddamn that programmer is insane