Hacker Newsnew | past | comments | ask | show | jobs | submitlogin

As far as I know, this depended a lot on the individual game:

Games that had quite a bit of code that profited from the higher-level abstractions that C/Pascal provided, such as

- resource management (including dynamic asset loading/unloading)

- enemy AI

- pathfinding

- ...

of course typically contained a lot more C/Pascal code than games that were more on the "multimedia demo" side with a simpler game logic.

 help



Consider applying for YC's Winter 2027 batch! Applications are open till November 2.

Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: