Post AQrzXwuvvezJVzW436 by PixelProphecy@mastodon.gamedev.place
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(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