Similarly, redstone has 16 power levels: 0 to 15. This allows it to store the power level using 4 bits. In fact, quite a lot of attributes in Minecraft blocks are squeezed into 4 bits. I think the system has grown to be more flexible these days, but I'm pretty sure the chunk data structure used to set aside 4 bits for every block for various metadata.
And of course, the world height used to be at 255 blocks. Every block's Y position could be expressed as an 8-bit integer.
A voxel game like that is a good example of where this kind of efficiency really matters since there's just so much data. A single 1616256 chunk is 65.5k blocks. If a game designer says they want to add a new light source with brightness level 20, or a new kind of redstone which can go 25 blocks, it might very well be the right choice to say no.
MS has been loosening up on the 4 bits limit and have created a CPP variant of Minecraft which performs better, but they've also introduced their unified login garbage that has almost made me give up Minecraft completely.
The 4-bit stuff is a hangover from Notch doing this (I'd maybe even say a similar-calibre programmer to Chris Sawyer...). The sound has nothing to do with technical limits, that's a post-facto rationalisation.
The game never played midi samples, it was always playing "real" audio. The style was an artistic choice, many similar retro-looking games were using chiptune and the sorts. It's a deliberate juxtaposition...
The CPP variant doesn't really perform better anymore either.
Information about blocks is the overwhelmingly dominant thing being stored in memory for those games, so naturally reducing the size of that data becomes important.
From what I heard, there was a Civilization game which suffered from an unsigned integer underflow error where Gandhi, whose aggression was set to 0, would become "less aggressive" due to some event in the game, but due to integer underflow, this would cause his aggression to go to 255, causing him to nuke the entire map.
The article says this was just an urban legend though. Well, real or not, it's a perfect example of the principle!
Weird thing happens. People make up reasons why. One reason is possible. That becomes THE reason, and spread wildly, without confirmation, as an accurate explanation. "Actually that's not true". Now that not being the reason is widely disseminated and if we are lucky the original meme dies out!
But it took 30 years. For a very meaningless rumor.
> I have calculated the value of Pi on Sausage Island and found it to be 2.
https://web.archive.org/web/20240405034314/https://twitter.c...
World of Warcraft (at least originally) encoded every item as an ID. To keep the database simple and small (given millions of players with many characters with lots of items): if you wanted to permanently enchant your item with an upgrade, that was represented essentially as a whole new item. The item was replaced with a different item (your item + enchant). Represented by a different ID. The ID was essentially a bitmask type thing.
This meant that it was baked into the underlying data structures and deep into the core game engine that you could never have more than one enchant at a time. It wasn't like there was a relational table linking what enchants an item in your character's inventory had.
The first expansion introduced "gems" which you could socket into items. This was basically 0-4 more enchants per item. The way they handled this was to just lengthen item Ids by a whole bunch to make all that bitmask room.
I might have gotten some of this wrong. It's been forever since I read all about these details. For a while I was obsessed with how they implemented WoW given the sheer scale of the game's player base 20 years ago.
Four instructions, in about eight chips.
By combining shifts and adds Keith Barr was able to devise all the different filter and delay coefficients for 63 different reverb programs (the 64th one was just dead passthrough).