History SugarWiki / GeniusProgramming

12th Apr '17 1:40:02 PM KamenRiderOokalf
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* It's already impressive enough that ''VideoGame/XenobladeChronicles'' manages to cram in the absurd amount of content that it does into a single disc. What's even more impressive is the game's ability to load entire maps seamlessly (already no small feat considering how huge and full of SceneryPorn they are) complete with numerous enemies and collectible objects, to transition in and out of battle without a hitch while maintaining fairly constant framerate, and instantly travel throughout every single map in the entire game with minimal loading times. What's particularly baffling is how ''Xenoblade Chronicles'' manages to achieve what smaller games on more powerful systems often fail to do while being run on hardware that was already considered dated at the time it was released.

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* It's already impressive enough that ''VideoGame/XenobladeChronicles'' ''VideoGame/{{Xenoblade}}'' manages to cram in the absurd amount of content that it does into a single disc. What's even more impressive is the game's ability to load entire maps seamlessly (already no small feat considering how huge and full of SceneryPorn they are) complete with numerous enemies and collectible objects, to transition in and out of battle without a hitch while maintaining fairly constant framerate, and instantly travel throughout every single map in the entire game with minimal loading times. What's particularly baffling is how ''Xenoblade Chronicles'' ''Xenoblade'' manages to achieve what smaller games on more powerful systems often fail to do while being run on hardware that was already considered dated at the time it was released.
4th Apr '17 2:32:53 PM hyphz
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* ''VideoGame/TheSeventhGuest'' has video streamed from a CD-ROM overlaid with computer generated scenes. Sounds unimpressive nowadays, but in 1993 the performance of CD-ROM drives was much worse and there were ''no'' codecs or any support available because literally nobody had done it before; the lead programmer, Graeme Devine, had to write the entire streaming and decompression system from scratch. For the sequel, ''VideoGame/TheEleventhHour'', Devine was upset to learn that the videographer had produced outside footage, which - because it contained more movement than the simple blue-screened scenes used in the original - could not be decompressed fast enough by the original code; so he rewrote it ''again'' so that it was fast enough!
** These games also had an unfortunate case of Genius Programming backfiring. The AI Devine designed to play against the player in several of the mini-games was so efficient it was unplayably strong, and players were unable to defeat it, stalling their progress in the game.
27th Mar '17 3:30:47 PM Unknownlight
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* Of all things, ''VideoGame/SonicBoom: Rise Of Lyric'' is a virtual masterwork of programming. Yes, it's a glitchy, blatantly unfinished mess that had to be patched with entirely new full-sized level maps, but the team behind it had it sprung on them that it would be a WiiU exclusive '''after''' they had already completed too much development and were too close to deadline to start over... when the game was designed with [=CryEngine=] 3, a engine that was literally '''not designed to be able to run''' on the WiiU. The fact that it runs at ''all'' borders on the miraculous, and required outrageous hours and vast amounts of help from the engine's developer, {{CryTek}}.

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* Of all things, ''VideoGame/SonicBoom: Rise Of Lyric'' is a virtual masterwork of programming. Yes, it's a glitchy, blatantly unfinished mess that had to be patched with entirely new full-sized level maps, but the team behind it had it sprung on them that it would be a WiiU exclusive '''after''' they had already completed too much development and were too close to deadline to start over... when the game was designed with [=CryEngine=] 3, a engine that was literally '''not designed to be able to run''' on the WiiU. The fact that it runs at ''all'' borders on the miraculous, and required outrageous hours and vast amounts of help from the engine's developer, {{CryTek}}.Creator/{{Crytek}}.
27th Mar '17 3:24:51 PM Unknownlight
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** ''VideoGame/TheLegendofZeldaBreathOfTheWild'' does the same thing with it's light systems while incorporating not only real-time dynamic shadow maps into the environment, but also having some physically-based shaders playing along side (mainly the metal shaders used on the towers and Shrines).

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** ''VideoGame/TheLegendofZeldaBreathOfTheWild'' ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' does the same thing with it's light systems while incorporating not only real-time dynamic shadow maps into the environment, but also having some physically-based shaders playing along side (mainly the metal shaders used on the towers and Shrines).
20th Mar '17 8:55:21 PM Smurfman256
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** ''VideoGame/TheLegendofZeldaBreathOfTheWild'' does the same thing with it's light systems while incorporating not only real-time dynamic shadow maps into the environment, but also having some physically-based shaders playing along side (mainly the metal shaders used on the towers and Shrines).
18th Mar '17 6:06:55 PM Nezumi
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* Of all things, ''VideoGame/SonicBoom: Rise Of Lyric'' is a virtual masterwork of programming. Yes, it's a glitchy, blatantly unfinished mess that had to be patched with entirely new full-sized level maps, but the team behind it had it sprung on them that it would be a WiiU exclusive '''after''' they had already completed too much development and were too close to deadline to start over... when the game was designed with CryEngine 3, a engine that was literally '''not designed to be able to run''' on the WiiU. The fact that it runs at ''all'' borders on the miraculous, and required outrageous hours and vast amounts of help from the engine's developer, CryTek.

to:

* Of all things, ''VideoGame/SonicBoom: Rise Of Lyric'' is a virtual masterwork of programming. Yes, it's a glitchy, blatantly unfinished mess that had to be patched with entirely new full-sized level maps, but the team behind it had it sprung on them that it would be a WiiU exclusive '''after''' they had already completed too much development and were too close to deadline to start over... when the game was designed with CryEngine [=CryEngine=] 3, a engine that was literally '''not designed to be able to run''' on the WiiU. The fact that it runs at ''all'' borders on the miraculous, and required outrageous hours and vast amounts of help from the engine's developer, CryTek.{{CryTek}}.
18th Mar '17 6:05:30 PM Nezumi
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* Of all things, ''VideoGame/SonicBoomRiseOfLyric'' is a virtual masterwork of programming. Yes, it's a glitchy, blatantly unfinished mess that had to be patched with entirely new full-sized level maps, but the team behind it had it sprung on them that it would be a WiiU exclusive '''after''' they had already completed too much development and were too close to deadline to start over... when the game was designed with CryEngine 3, a engine that was literally '''not designed to be able to run''' on the WiiU. The fact that it runs at ''all'' borders on the miraculous, and required outrageous hours and vast amounts of help from the engine's developer, CryTek.

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* Of all things, ''VideoGame/SonicBoomRiseOfLyric'' ''VideoGame/SonicBoom: Rise Of Lyric'' is a virtual masterwork of programming. Yes, it's a glitchy, blatantly unfinished mess that had to be patched with entirely new full-sized level maps, but the team behind it had it sprung on them that it would be a WiiU exclusive '''after''' they had already completed too much development and were too close to deadline to start over... when the game was designed with CryEngine 3, a engine that was literally '''not designed to be able to run''' on the WiiU. The fact that it runs at ''all'' borders on the miraculous, and required outrageous hours and vast amounts of help from the engine's developer, CryTek.
18th Mar '17 6:04:52 PM Nezumi
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* Of all things, ''VideoGame/SonicBoomRiseOfLyric'' is a virtual masterwork of programming. Yes, it's a glitchy, blatantly unfinished mess that had to be patched with entirely new full-sized level maps, but the team behind it had it sprung on them that it would be a WiiU exclusive '''after''' they had already completed too much development and were too close to deadline to start over... when the game was designed with CryEngine 3, a engine that was literally '''not designed to be able to run''' on the WiiU. The fact that it runs at ''all'' borders on the miraculous, and required outrageous hours and vast amounts of help from the engine's developer, CryTek.
28th Feb '17 8:50:08 AM GBAuraRebirth
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* As ridiculous as it sounds, most games on the UsefulNotes/{{Atari 2600}} quality as this. The system specs made it capable for running for simple, symmetrical games like ''VideoGame/{{Pong}}'' and ''VideoGame/{{Combat}}''. Many developers found ways to bypass the limitations of the 2600 and did ''a lot'' of impressive stuff with it:

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* As ridiculous as it sounds, most games on the UsefulNotes/{{Atari 2600}} quality qualify as this. The system specs made it capable for running for simple, symmetrical games like ''VideoGame/{{Pong}}'' and ''VideoGame/{{Combat}}''. Many developers found ways to bypass the limitations of the 2600 and did ''a lot'' of impressive stuff with it:
27th Feb '17 9:40:58 PM MrUnderhill
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* The Common Lisp language, although its syntax can be rather daunting, has the unique property that any feature of any programming language can be added to it - yet the compiler/interpreter is tiny and supports only 25 commands. Why? Because one of those commands lets you create a new language construct, and provide a Common Lisp program that expands that construct into a simpler one. This can then be expanded again, and so on until the program contains only those 25 commands. Essentially, it implements the compilation process itself as a language feature, meaning that the compiler is infinitely customizable.

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* The Common Lisp language, although its syntax can be rather daunting, has the unique property that any feature of any programming language can be added to it - yet the compiler/interpreter is tiny and supports only 25 commands. Why? Because one of those commands lets you create a new language construct, and provide a Common Lisp program that expands that construct into a simpler one. This can then be expanded again, and so on until the program contains only those 25 commands. Essentially, it implements the compilation process itself as a language feature, meaning that the compiler is infinitely customizable. There's an [[https://en.wikipedia.org/wiki/Greenspun%27s_tenth_rule aphorism]] among programmers that claims that every sufficiently advanced programming language is just an inferior re-implementation of Common Lisp, and in light of the above, joke or not, they might have a point.
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