Assembly language is not something you would ever really program a game in.
Back then you wrote whatever you needed to be performant and/or that involved close access to the hardware in assembler. A game would definitely count. It’s kind of nice to do, in many ways it’s simpler than high level programming, you’ve just got a lot more to keep track of.
This isn’t really true on modern systems anymore. Lower level languages like C and Rust are more or less just as performant as handmade assembly.
Sure, compilers have come a long way since then and there is vanishingly little you’d write in assembler now-a-days, and you’d probably drive yourself mad trying to do so on anything more complex than a microprocessor.
Yup. And our processors are a lot more powerful, so the tricks you’d do in assembly to eek out performance just don’t matter anymore.
I know it’s a typo but “eek out performance” has made me picture someone programming a little ghost to spook the rest of the code into running faster
uh, well, im running like fifty things at once on all my devices, and except for the OS, all of them were coded with this design philosophy. I can definitely tell.
on a commercial device, with everything live-snitching on me to fifty different people at once, computing actually appears to slow down over time.