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Vibe Coding a 1984 Mac Game in 68000 Assembler with Claude Code
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Last Updated: September 29, 2026
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Summary
Jeff reviews his solution to Assignment 1 and discusses some common mistakes, misconceptions and missteps and how to avoid ... along with Jeff as he does some Jeff adds in texture rendering and starts using a Model-View-Projection (MVP) matrix to transform physical positions into render ... Jeff continues on with Assignment 2, discussing how destructors work and talking through updating Assignment 1's main.cpp to ... Jeff gets SDL to display a window that displays only the void. Small steps! Let's sort out your gdVec2 and gdBody classes! This video digs into header files, cpp files, the dreaded "const" keyword, and even ... Jeff reviews how to set up debug draw, so you can see where your physics bodies are (compared to where their textures suggest ... Jeff spends some time refactoring our Assignment3 Jeff starts simulating the gravitational physics of a single-star system using realistic physics values for the Solar System and ends ... Jeff sets up some basic circle-circle collision detection between bodies. Jeff builds a high-resolution clock class to power our Jeff starts into Assignment 2, building a World class, and discusses C++ collection types such as std::vector and how to use ... Tank Duel is a four-against-four tank battle for the original Macintosh 512K from 1984, written in 68000 assembler. I didn't write a ...
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