news.volyx.in

The Polygons of Another World (fabiensanglard.net)

704 points by ibobev · 2476 days ago · 125 comments on HN

Article summary

The article discusses the game Another World, its architecture, and how it was ported to various machines in the early 90s. The game uses a virtual machine with bytecode, which allowed it to run on different hardware with minimal modifications. The author analyzes the game's graphics system, including its use of polygons, translucency effects, and a custom palette system. The article also touches on the game's development history and its creator, Eric Chahi.

Main themes

  • Game development
  • Virtual machines
  • Cross-platform development
  • Graphics programming
  • Retro computing
  • Game history
  • Innovation and constraints
  • Modern game development

What commenters say

  • The use of a custom virtual machine and bytecode in Another World was a clever and efficient technique for cross-platform development.
  • The game's limited palette was a deliberate design choice that contributed to its unique style and has aged well.
  • The constraints of early computer hardware drove innovation and creativity in game development, leading to more efficient and effective solutions.
  • The idea of using a virtual machine for cross-platform development was not new even in the era of Another World, with precedents such as the p-code machine and Java's VM.
  • The technique of using a custom VM has been used in other games, including those by LucasArts and id Software, and is still relevant today.
  • The low barrier to entry in modern game development has led to a proliferation of low-quality games, but also allows for more diverse and innovative projects.
  • Debugging and tooling are perennial problems when using custom virtual machines or scripting systems in game development.
  • The choice of resolution and graphics mode in Another World was influenced by the need to port the game to different platforms, including the Amiga and SNES.