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Re:How I implemented 2D collision detection in Pistol Slut by unwind on Wednesday January 19, 2011 @09:30AM (#2119793)
On the other hand, the NES games' collision routines were with 99.6% certainly done in hand-written assembly; this article is about a JavaScript-based game engine.
Re:How I implemented 2D collision detection in Pistol Slut by gloob on Wednesday January 19, 2011 @10:07AM (#2119906)
It is a peculiar property of the software industry that "advance" means "able to do the same things as before, but more slowly".
Re:How I implemented 2D collision detection in Pistol Slut by shazow on Wednesday January 19, 2011 @06:17PM (#2121715)
Able to do the same things as before, but in a week instead of a year.
Re:How I implemented 2D collision detection in Pistol Slut by jokermatt999 on Wednesday January 19, 2011 @11:37AM (#2120306)
But much easier on the programmers.
Re:How I implemented 2D collision detection in Pistol Slut by mrcharles on Wednesday January 19, 2011 @09:55AM (#2119871)
As far as I know there were no high level compilers for either the NES or the SNES.