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The Craft

The techniques every game shares.

Some lessons belong to a machine. Others belong to the work of making games at all: movement, timing, chance, game feel, collision, structure, and the art of finding the cheap answer a slow machine can afford. The Craft teaches those cross-machine ideas as courses, then the machine tracks turn them into real routines.

Best read after Numbers & Bits, and before or alongside your first machine track.

Where you are

03 · The Craft

Transferable technique before the machine-specific version.

Craft modules explain game-making ideas once: timing, motion, collision, chance, state, feel, and cheap tricks that survive tight hardware. Machine tracks then show the exact version that fits one CPU, screen layout, sound chip, and frame budget.

  • Best after the Foundations if the programming ideas are new.
  • Read beside a machine route when a game introduces a technique you want to understand more deeply.

Theory with dirty hands

Craft teaches the idea before a chip makes it weird.

Craft is allowed to be theoretical, but only where the theory earns its keep. A Craft module explains the transferable idea, the tradeoff, and the shape of the solution; the machine and language tracks show the actual version that runs on real hardware.

ExampleCraft explains fixed-point movement.

Spectrum Z80, C64 BASIC, NES 6502, and Amiga Blitz each turn that same idea into different code.

Where everything sits

One curriculum, different kinds of lesson.

The machine and language-specific primers remain the first bridge into each route. As a track deepens, mid-language modules can appear where a game needs new vocabulary: not a restart, but a focused return to the language before the next real application.

Course, not reference shelf

Craft sits beside the Pattern Library.

The Pattern Library stays a dip-in reference: concrete recipes and distilled patterns you can reuse. Craft is sequenced teaching. When a concept appears in both places, the Craft module teaches it front-to-back and the pattern entry remains the quick reference.

Open the Pattern LibraryReference entries stay there →

What belongs here

Reusable techniques with proof behind them.

A topic belongs in Craft when it can be taught once, backed by runnable examples, and then applied differently on several machines. If the lesson depends on a register, chip, ROM routine, assembler, screen layout, or memory map, it belongs in a machine track or the Pattern Library instead.

  • Timing & game loops
  • Movement & control feel
  • Collision
  • State machines
  • Randomness & procedural tricks
  • Lookup tables
  • Actors, sprites & object pools
  • Animation
  • Sound as feedback
  • Ports & adaptation
  1. 01

    Maths for Games

    The handful of arithmetic tricks every game leans on — movement, direction, distance and chance — on machines with no fast multiply, no fractions, no square root and no sine. How to get the answer the machine hates to compute, cheaply, by trading a little exactness or memory for a lot of speed. Shown in Sinclair BASIC.

    Start →
  2. 02

    Game Feel

    The small rules that make a game feel fair, readable and finished: visible feedback, grace windows, ending dwells and clocked prompts. How to make the rules legible before each machine turns them into timers, branches and sprite writes.

    Start →