>not coding your games in asm
>spending tons of extra time to get a final product that's less maintainable, basically untestable, and has a negligible increase in performance compared to the output of a modern optimizing compiler
But hey, programming is just a pissing contest to show off fun tricks and hacks! That's what /g/ taught me, so it must be true!
Nope. Every programmer wrote assembly in the decades between pure machine code and compilers. It's still used in applications where you absolutely must squeeze every cycle of performance out of hardware. If it wasn't meant to be written by hand it would just be machine code.
Here's a game I made in 8051 ASM back in school:
Sawyer wrote his games in x86 asm because he was used to doing it in x86 asm, that's just the way things were in the 80s/90s as compilers back then were pretty shit.
asm isn't that hard if you have a decent macro assembler.
not everyone can be a god like Chris Sawyer
Except you aim to do the exact opposite, which is to program in a modular way with a high level of abstraction.
Why /g/ keeps getting impressed by OP I will never understand. You probably think the disassembled, highly optimized output from a modern compiler is how you'd actually write things, don't you?
>Here is my series of pics with Virgil the andalusian, and Daphne, his owner. \r\n\r\nHm, I think I need to have Daphne introduce a mare to Virgil for a "breeding" follow up. :)
>Chris Saywer in 2014
He's the guy in the middle row.
Some guys on /vr/ found him on a trip with .he Roller Coaster Club of Great Britain
Assembly is there to tune what you've already written should performance be an issue.