3 ms·
I remember Strike Commander (1993) was generating its maps at install time, which took forever, but saved a lot of floppy disk space. http://fabiensanglard.net
by glandium 9y ago
I remember Strike Commander (1993) was generating its maps at install time, which took forever, but saved a lot of floppy disk space.
http://fabiensanglard.net/reverse_engineering_strike_commander/sc_mapgenerator.png http://fabiensanglard.net/reverse_engineering_strike_command...
http://fabiensanglard.net/reverse_engineering_strike_commander/index.php http://fabiensanglard.net/reverse_engineering_strike_command...
- twic 9y agoElite (1984) generated its maps on demand, in real time: http://blog.rabidgremlin.com/2015/01/14/procedural-content-generation-creating-a-universe/ http://blog.rabidgremlin.com/2015/01/14/procedural-content-g... Admittedly, a few specks on a black background does not take a lot of generation!
- dwringer 9y agoThat reminded me of this small piece[1] on the arcade version of Berzerk[2] from 1980. > The maze for each level was established on the fly using a seed number fed into a rudimentary algorithm. and, further, > Each time the code is “cold started” the seed starts out at zero, but from there the room number is used as the next seed. This is fed through a very simple algorithm. It generates directions for the walls, which use s few bit-wise operations to add the pillars inside the rooms. [1] https://hackaday.com/2013/07/21/how-the-mazes-were-generated-for-classic-berzerk-game/ https://hackaday.com/2013/07/21/how-the-mazes-were-generated... [2] https://en.wikipedia.org/wiki/Berzerk_(video_game) https://en.wikipedia.org/wiki/Berzerk_(video_game)