Voidcall – Making of 13kb JavaScript RTS Game
phoboslab.org
phoboslab.org
Really appreciate the commentary, details and code snippets!
Also you should check out a book called Programming an RTS Game with Direct3D if you can find a copy: https://www.amazon.com/dp/1584504986/ref=cm_sw_r_cp_apa_i_BQ...
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.
I suppose they think they are being some sort of technical pedant, but surely anyone with any actual technical chops knows otherwise.
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.
It’s the difference between using Canvas, and writing Canvas.