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113 points cybersoyuz | 9 comments | | HN request time: 0.868s | source | bottom
1. ferguess_k ◴[] No.44609830[source]
As a side (but arguably related) topic:

Is there any webpage or book or any media that analyzes the technical aspects of a game? Take HOMM3 as an example -- what are the most difficult technical problems and how did the developers solve them? What are the algorithms that run aspects of the game (e.g. how is path-finding implemented? How is AI implemented?)? What is the architecture of the engine? Does it have a scripting engine and if so how is it implemented?

I like post-mortems but mostly are given by designers, directors, not programmers -- and even by programmers they did not go very deep like "John Carmack" type deep. The "Black books" by Fabien came into mind but these are few and far between.

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2. nottorp ◴[] No.44610184[source]
I don't think anything in the Might and Magic series was ever a serious technological advancement on par with id software's early work.

They're some of the greatest games ever made, but it's the design, not the code.

Come to think of it, same thing goes for most games that make the greatest game lists.

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3. hcs ◴[] No.44610242[source]
Warren Robinett wrote an interesting one on Atari VCS Adventure http://www.warrenrobinett.com/inventing_adventure/

It doesn't go super deep, he had a more technical book in the works but I haven't heard any updates about it for a while: http://www.warrenrobinett.com/ecv/annotated_adventure_toc/in...

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4. ruricolist ◴[] No.44611316[source]
Tim Cain on YouTube has been posting some technical details of the original Fallout implementation.
5. saithound ◴[] No.44612131[source]
You're probably looking for something more detailed and implementation-focused, but Ars Technica had a series of 10 minute videos where they interviewed developers about technical challenges. E.g. they had one on pathfinding and CD video in second generation Westwood RTS games [1]

[1] https://youtube.com/watch?v=S-VAL7Epn3o

6. ethan_smith ◴[] No.44612424[source]
Check out "Game Programming Patterns" by Robert Nystrom and the GDC Vault for technical deep-dives. For HOMM specifically, the VCMI project (open-source HOMM3 engine) has source code that reveals implementation details like their A* pathfinding and combat AI systems.
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7. ferguess_k ◴[] No.44614654[source]
Thanks! This looks really interesting from retro-programming perspective.
8. ferguess_k ◴[] No.44614657[source]
Thanks. I recalled a series of books called "Game Programming Gems", guess those are good too.

BTW absolutely love VCMI although I never managed to run it without error :/

9. pennomi ◴[] No.44615699[source]
That being said there are a couple technological marvels out there (maybe just not on greatest game lists). Teardown, for instance, has an unfathomable number of voxels that make everything in the world simulated.