Old Game Dev versus Modern Game Dev: Biggest Hack

Physics engine as a swiss army knife - that’s me!  I use it liberally everywhere but had to develop some optimizations first.  Now I can get thousands of physics bodies playing nicely together with sensors galore!  Eventually I go back and do “real” coding but being able to mock everything up in the physics engine is an amazing ability.

Plugins from the marketplace are like super snippets and I pepper them all over every project as well.  However, there are some things that you really have to roll up your sleeves and dig into like elaborate touch controls for an app - there is no short cut for that but we are still a long way from Atari BASIC  :wink:

Object oriented principles in general are a world away from my Atari 400 and my Atari 520 ST - so far that I can’t even compare the experience really.

Definitely have to say the 3D engine.

One specific to Corona is the group layering - or even the whole Graphics 2 engine which Corona Labs have built. Simply Amazing!

One specific to Lua (ok, all languages these days) is string manipulation. Yes, most languages could do this forever already, but 20+ years ago it was a huge NO-NO to use strings the way we do today. It was simply too memory and CPU intensive, so ALL DATA got squished to fit into the tiniest amount of space possible.

In general: Network libraries. This was also possible for a long time, but the resilience and ease of use these days is nuts compared to 25+ years ago.

There seems to a few people from my generation lol

Programmers today do have it easy, I was self taught and my first language was machine code, I would write the instructions on paper and convert them to hex bytes and then type the numbers in and run (with fingers crossed), I had to use tape cassettes to back up anything I did and they couldn’t always be relied on so I’d have multiple tapes, just the fact today you can type code, hit run and get instant feedback, change something hit run again is the biggest advantage you have today. Of course as time went on programmers found ways of speeding up the process but new equipment was so expensive that it wasn’t always feasible.

Don’t even get me going on something as simple as printing an image or animating a sprite, nowadays all the hard work is done for you.

I remember having to write a color bar generator on a machine that had 2 colors per block, the only way to do it was time the machine language instructions perfectly so that by the time the scan line on the TV hit the next line you changed the color.

Looking back on it I enjoyed the delving into the machine and seeing how it worked, but little did I know it was setting me up for a career that has now spanned *cough* a long time. Going through that learning process helps me solve problems far quicker than some of my younger counterparts.

Ok I ramble and a lot of people here will probably not understand half of what I’m saying (what’s a cassette tape?) but today’s programmers don’t realize the path of their predecessors that has made it possible for them to do it today at speed.

Oh there are quite some who used tape drives on their 8bit machines :slight_smile:

One great thing about this to me is, that there’s not only those who managed to get into high positions in AAA studios (I sometimes feel like a complete failure because I’m still doing the small scale stuff)

Haha, same feeling as many of the other posters here: I started out on a C64, drawing sprites in notebooks of grid paper and calculating the hex values for each byte - no graphics software whatsoever! After some dabbling in Basic I tried my hand at machine language (load accumulator, stack accumulator), but that proved too difficult for my young age back then. Still, the seed was planted!

After that I had an Amiga 500, probably the most advanced computer concept at the time. It was so versatile and powerful for it’s time that even years later I had problems understanding what PC users were trying to tell me about their new multimedia cards, from the Soundblaster / Gameblaster era. Most of my conversations were along the lines of “So the SoundBlaster add audio capabilities to your PC? But what did you use before the SoundBlaster then?” Same for graphics cards… I just didn’t understand what the big leap forward was, since my Amiga had been doing that stuff for 5 tot 10 years…

But I digress… Biggest hack or advantage? All the software and hardware at our hands that only high-end studios had a couple of years ago, all for free or almost free. Unreal, Unity, Corona, … Add a dirt-cheap computer and an affordable Creative Cloud subscription and your set --> No excuses anymore not to get cracking!!!