Spoiler (?) for future Brad videos, NES math 

One interesting thing that came up tonight during our stream of is that @rainwarrior had to reverse engineer the movement of a boss by examining the original motion frame by frame and replicating it with quadratic curves in NES hardware.

Aside from the theoretical interest of doing Bézier calculations on the NES, I found it very interesting that reverse engineering was needed at all. This is because the "source" is in Unity

Unity programming 

So the issue is that the source code, the original Unity scripts, don't actually tell you the full story of motion of the characters. That's in hidden Unity source code. You just tell Unity, "move in a curve" and Unity does that.

That would drive me nuts! Not knowing how a game I made works!

I have often fantasised of making my own, but if I did, I would use SDL, Godot, and other . I need to able to know, in principle, how the thing works.

Unity programming 

@JordiGH Hypothetically, would you use a non-FOSS but source-available engine? You could know how it works, but there would be aspects under the hood that you couldn't modify.


Unity programming 

@j No, I also need to be allowed to copy code from it and show it to my friends.

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