Post AQrzXwuvvezJVzW436 by PixelProphecy@mastodon.gamedev.place
 (DIR) More posts by PixelProphecy@mastodon.gamedev.place
 (DIR) Post #AQrzXwuvvezJVzW436 by PixelProphecy@mastodon.gamedev.place
       2022-12-22T02:40:56Z
       
       1 likes, 1 repeats
       
       With procedural generation you can save a lot of space for content but did you know that Pitfall! on the Atari 2600 uses one byte (!) to describe a room? Here's the link to an article describing how that works:https://evoniuk.github.io/posts/pitfall.html#gamedev #procgen #retro
       
 (DIR) Post #AQrzh6JgLugbGwSKqO by mmu_man@m.g3l.org
       2022-12-22T16:08:22Z
       
       0 likes, 0 repeats
       
       @PixelProphecy cc @Dbug