This book attempts to capture the spirit of the ''Bronze Age'' of video games, when video games were designed as circuits, not as software. We'll delve into these circuits as they morph from Pong into programmable personal computers and game...
When carefully selected and used, Domain-Specific Languages (DSLs) may simplify complex code, promote effective communication with customers, improve productivity, and unclog development bottlenecks. In Domain-Specific Languages, noted software...
The Atari 2600 was released in 1977, and now there's finally a book about how to write games for it! You'll learn about the 6502 CPU, NTSC frames, scanlines, cycle counting, players, missiles, collisions, procedural generation, pseudo-3D, and more....