Re:Voidcall – Making of 13kb JavaScript RTS Game
by rsiqueira on Tuesday September 24, 2019 @09:08AM
(#21059711)
Many javascript code compression techniques are used to create even shorter demos, animations and even games, using 140 characters or less, by the Dwitter community. E.g. a similar to Perlin noise image used to create the terrain (in this 13k game) was made with less than 140 characters of JavaScript, see here:
https://www.dwitter.net/top/month
Some Dwitter members are also developers of 13kb games.
Re:Voidcall – Making of 13kb JavaScript RTS Game
by giancarlostoro on Tuesday September 24, 2019 @08:25AM
(#21059286)
Nice it reminds me of the classic Runescape to an extent. I wasnt big on Runescape at the time like my friends were but I still admire the game. I know some still remember it fondly it is one of the icons of mid 2000s gaming much like Starcraft.
Re:Voidcall – Making of 13kb JavaScript RTS Game
by GordonS on Tuesday September 24, 2019 @02:12PM
(#21063041)
This was an incredible read for me! I've always wanted to write a game from scratch, but never quite found the time - and it's a bit daunting if you don't know where to start.
Really appreciate the commentary, details and code snippets!
Re:Voidcall – Making of 13kb JavaScript RTS Game
by NortySpock on Tuesday September 24, 2019 @08:38AM
(#21059407)
The previous game, Underrun, was excellent, and I took to heart his points on sound files taking up a lot of space. Using synth sounds is relatively easy to generate and takes up only a few bytes for code snippets.
Re:Voidcall – Making of 13kb JavaScript RTS Game
by GrayShade on Tuesday September 24, 2019 @11:04AM
(#21060942)
For people wondering about it, you can select the engineers and make them build harvesters and turrets. There is one medic who will heal the unit closest to him.
Re:Voidcall – Making of 13kb JavaScript RTS Game
by fesoliveira on Tuesday September 24, 2019 @12:58PM
(#21062222)
Great write-up! It's very interesting to see how one actually goes around making a game in such short time. I have been doing computer graphics stuff as a hobby for some years, and I know your pain when it comes to OpenGL shenanigans. Keep it up!
Re:Voidcall – Making of 13kb JavaScript RTS Game
by hombre_fatal on Tuesday September 24, 2019 @12:33PM
(#21061955)
I don't even think these people understand what they think they are criticizing. Leveraging external code doesn't make something less impressive -- the extent in which you can leverage other code like graphics APIs is what becomes impressive.
I suppose they think they are being some sort of technical pedant, but surely anyone with any actual technical chops knows otherwise.
https://www.dwitter.net/h/math
Really appreciate the commentary, details and code snippets!
Also you should check out a book called Programming an RTS Game with Direct3D if you can find a copy: https://www.amazon.com/dp/1584504986/ref=cm_sw_r_cp_apa_i_BQ...
I guess if you shove all the heavy lifting out to extensive libraries, you can do that.
I, for one, prefer kkrieger. 98kB, but a full Doom-3-level 3D shooter. All without putting an OS... inside an OS.
I suppose they think they are being some sort of technical pedant, but surely anyone with any actual technical chops knows otherwise.
Example: My new language "Crysislang". It has only one one-bit instruction. That, when compiled, results in a whole Crysis game.
A whole 3D shooter! Written in only one bit! Ain’t I amazing? ;))
I think you get my point.
If your libraries and environment do all the work, writing a small program that does big things approaches triviality.
It’s the difference between using Canvas, and writing Canvas.