Someone asked on Zhihu: "There are many geniuses in Tieba who can use engine to write games at the age of 15 or 16. What do you think?" I feel that making games is a really happy thing now, and I can't help but think of the various hardships in developing games back then. It is very easy to make games now. There are a lot of codes for you to refer to and a lot of frameworks for you to use. Windows helps you do most of the things. When we were writing games at that age, there was no Internet at home, no information could be found, and no open source engines existed. If you wanted to write a game around 1995, you would at least face the following challenges:
————————— Remember, you didn't have any friends online or to communicate with, and you had to observe carefully, guess, and repeat experiments to complete many things. I remember that I was surprised by the effect of "Chinese Paladin" in 1995. I didn't know how to display the image at a 45-degree angle, and how to deal with the occlusion relationship. There was no one around to ask, and then I thought about it and found that I could sort the objects by (x+y). I experimented and it worked. I remember that when I was in elementary school in 1992, I wrote a game. In the past, programming was done one by one from beginning to end. I couldn't figure out how more than ten planes could fly at the same time. There was no multitasking at that time, and I hadn't realized the simulation task system. I racked my brains. One day, I saw in a book that the logic of the UNIX time-sharing system was that each task ran for a short period of time and then switched. Following this idea, I finally figured out the so-called state machine model. When processing each plane in each frame, it moved a small step according to the current state, then updated the state, and then processed the next plane. Then I ran to the computer excitedly, coded all day, and finally realized it. Then I invited my classmates to my house to play. Seeing them so excited while playing, I suddenly felt how pleasant it was to create games. Back then, making a game almost required writing half an operating system. You were the only one in the city who was researching these things. The teacher only taught NOI, and the books only taught you how to draw with BGI. There was no game development-related book published. The key point was that you were still in middle school, and you had never learned composition principles, compilation principles, or computer graphics. You relied on a few broken books in bookstores, bits and pieces in magazines, and self-understanding. Compared with today's children, Windows has done so many things for them. They can buy a book and follow the book to draw triangles, import models, manage scenes, and check collisions. If they don't understand, they can ask Zhihu. If they don't understand, they can just go to gamedev.net. If they can't write a game, they can copy other people's code. Scripts can use lua and python. It's like being born in heaven. What's there to praise? The industry will always develop, and I have also acquired a lot of knowledge from "Programming Skills and Maintenance", "VGA Display Principles" and various magazines. The people who wrote these articles and the computer people around me were much older than me. There was always an impulse in my young heart, and I felt that I would definitely surpass them in the future. This is not because I look down on them or I am arrogant, but only in this way, standing on their shoulders, can I live up to this industry that we all love and the career that we all pursue. Today, I will try my best to use my spare time to train game development everywhere and help everyone how to realize various things. My only goal is to enable today's children to surpass me one day in the future. It is not because they are arrogant or I am self-deprecating, but because only in this way, letting them stand on my shoulders can we live up to this industry that we all love and this career that we all pursue. |
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