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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 ArtWomb on Tuesday September 24, 2019 @10:15AM (#21060412)
One pleasant byproduct of perusing Dwitter Web is you can pick up a lot of esoteric mathematics formulas ;)

https://www.dwitter.net/h/math

Re:Voidcall – Making of 13kb JavaScript RTS Game by feiss on Tuesday September 24, 2019 @09:29AM (#21059899)
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 codesushi42 on Tuesday September 24, 2019 @08:54PM (#21066461)
Excellent post, thanks for sharing. You may want to read up on influence maps if you want to improve the AI.

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...

Re:Voidcall – Making of 13kb JavaScript RTS Game by toper-centage on Tuesday September 24, 2019 @09:05AM (#21059676)
As I wrote to you before, your game looks amazing. I think you could probably expande it a bit. But it's very unclear what's going on.
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 BAReF00t on Tuesday September 24, 2019 @10:12AM (#21060380)
Only 1664 bytes?

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.

Re:Voidcall – Making of 13kb JavaScript RTS Game by theon144 on Tuesday September 24, 2019 @10:45AM (#21060736)
What are you on about? kkrieger also makes extensive use of the Windows/D3D apis.
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.

Re:Voidcall – Making of 13kb JavaScript RTS Game by BAReF00t on Tuesday September 24, 2019 @05:31PM (#21064849)
Yes it does.

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.

Re:Voidcall – Making of 13kb JavaScript RTS Game by BAReF00t on Tuesday September 24, 2019 @05:35PM (#21064882)
That is true. They are quite a different beast than HTML5 though. Not much left to code yourself there.

It’s the difference between using Canvas, and writing Canvas.