![]() I wish it had been a formal course in Uni. The hardware target being very simple also forced me to think about optimization and compute cost in ways I hadn't thought of before. ![]() I probably had to tackle and figure out a couple dozen challenges and most of them turned out to be reasonable solutions to the problem. Like screen buffering, how to define a sprite as data, sprite composition, the game loop, etc. The most interesting thing is that the solutions I came up with (and thought were very clever) I found out later were often the "way" things were actually done in the commercial world. I got so far as having some sprites moving around the screen and shooting and had to put it all to rest before I got around to implementing collision detection but I learned an incredible amount from it. There was a simple IDE somebody had made and I was able to test in an emulator and then on real hardware. Many years ago, I spent a little bit of time trying to apply my undergrad coursework to making a game for my TI-89 calculator.
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