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← Storytime - Dangerous Dave and Copyright Infringement - HTML5 Game Development

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Showing Revision 9 created 05/25/2016 by Udacity Robot.

  1. Now, back in the early 90's, specialty hardware was used to get smooth graphics
  2. on early machines. Things like the NES, Genesis, and Gameboy had custom hardware
  3. that was built into the form factor that was allowed you to draw tons and tons
  4. of tiles very quickly on modern screens. Now desktop computers at the time didn't
  5. have that much power, in fact, they didn't have any of that specialty hardware
  6. at all. Modern desktops around that time running at 33 hertz were considered top
  7. of the line. Now, one day a young John Carmack made a demo called Dangerous Dave
  8. in copyright infringement, which actually showed off a Super Mario Brothers 3
  9. level running at full 30 frames a second, on desktop hardware. He showed that
  10. demo to a young John Romero and that very day ID Software was born. The same
  11. studio that went on to actually create the first person shooter genre with
  12. titles such as Wolfenstein, Doom and Quake.
  13. Now, the trick that Carmack realized to get the same performance from the
  14. specialty hardware on the desktop, was actually an optimization. See, these
  15. early machines weren't too good at actually copying pixels over here to over
  16. here in memory. It was actually a pretty difficult concept, especially with the
  17. bitmap colors and everything. But what they were good at was actually just
  18. copying rows of memory from different registers. So what Carmack realized was
  19. that he could use the previous frame and somehow just use meme copies to sort
  20. of shift it, so that it looks like the scene is actually scrolling. They need to
  21. be able to only have to update the small portion of the screen that changed as
  22. your character was moving. Thus was born the concept of "Dirty Rect". Now, this
  23. is the same concept that's been used today in tons and tons of games. See,
  24. that's the trick with game industry techniques like this: they never really
  25. die, they just kind of get rebranded as technology evolves over time.