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Only 1664 bytes? I guess if you shove all the heavy lifting out to extensive libraries, you can do that. I, for one, prefer kkrieger. 98kB, but a full Doom-3-
by BAReF00t 7y ago
Only 1664 bytes?
I guess if you shove all the heavy lifting out to extensive libraries, you can do that.
I, for one, prefer kkrieger. 98kB, but a full Doom-3-level 3D shooter. All without putting an OS... inside an OS.
- theon144 7y agoWhat are you on about? kkrieger also makes extensive use of the Windows/D3D apis.
- hombre_fatal 7y agoI don't even think these people understand what they think they are criticizing. Leveraging external code doesn't make something less impressive -- the extent in which you can leverage other code like graphics APIs is what becomes impressive. I suppose they think they are being some sort of technical pedant, but surely anyone with any actual technical chops knows otherwise.
- BAReF00t 7y agoYes it does. Example: My new language "Crysislang". It has only one one-bit instruction. That, when compiled, results in a whole Crysis game. A whole 3D shooter! Written in only one bit! Ain’t I amazing? ;)) I think you get my point. If your libraries and environment do all the work, writing a small program that does big things approaches triviality.
- BAReF00t 7y agoThat is true. They are quite a different beast than HTML5 though. Not much left to code yourself there. It’s the difference between using Canvas, and writing Canvas.