Interesting article, and it also shows why in the end, for most games we would mainly use Assembly directly.
What many are not aware is that after graduating from bedroom coders, having not much more than what one could acquire thanks to parents support, or small kids jobs, in proper studios cross-compiling with more powerful Assemblers, or indeed K&R C like languages were an improved developer experience.
Sometimes a source language can be an awkward fit for a target architecture. For one thing the 6502 is 8-bit and the C standard guarantees that the int type must be at least 16-bits. More generally, quirks of a hardware architecture can make it difficult for compilers to generate efficient code.
I would think that rather than ifdefs, one could use separate port files. And regarding C89/99, a solution here is to use ANSI C, which is what Lua does.
> Let me tell you the story so far; the process, obstacles, and solutions involved in making a roguelike dungeon crawler playable on systems like the Commodore 64, Commodore PET, and even more constrained machines.
Javascript is not running on a Commodore 64 with decent performance.
What many are not aware is that after graduating from bedroom coders, having not much more than what one could acquire thanks to parents support, or small kids jobs, in proper studios cross-compiling with more powerful Assemblers, or indeed K&R C like languages were an improved developer experience.
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