Well, I have CI builds or deploys that take 10m, but I don't see how that would give me time to write games in such small increments.
2-10m is actually my "dreaded" time for feedback loops. Much less than that, and you just wait. Much more than that, and you schedule something else to do, with a reminder.
But in that frame, you can't really wait, you can't context switch productively..
... which ends you on HN, commenting on articles about people who wrote the most used software in the world (solitaire & tetris) _while compiling the second most used software in the world (a popular OS)_...
Ah, I wish I don't have to work.
1) Quickdraw GX was to be the next-generation graphics architecture for Mac OS — as an optional Extension though, it never caught on.
If I recall correctly clean build would have taken days. There was a server farm that used distcc to split this to 60 or so machines.
But I agree it's difficult to context switch UNLESS I'm already deep in a side project. In that case it's a lot easier to switch because I'm on fire. The only issue is that nowadays my employer won't be happy about me using the company laptop to write a game, or a dynarec, so I have to work remote for that.
If I want to write small games in assembly code, such as minesweeper, solitaire and maybe simple 2d RPGs, which modern platform is the easiest to approach? Must be in assembly, not in C or other higher languages.
Candidates: Windows X64, Mac Mx ARM, others.
I wouldn't go too far past that if your goal is to get the hang of it. SDL and the various GUI libraries abstract more away but the Win32 API is easy to work with and a good starting place. X11 has another layer of complexity as it works via sockets and that should be ruled right out.
Having said all of the above i also wouldn't do it beyond learning. I've made my own game engines from scratch, i've written games in assembly, got them down to a few KB in size. No one plays them and i'd have to link to webarchive to find them. No one wants to play a very simply game that took a lot of effort to make that doesn't even work without emulation these days. It doesn't even look good on a resume.
You know what i actually use for productivity these days? Unreal or Unity.
This is just for learning purpose. I have a fetish about assembly language and want to use it as a daily drive for a certain project. Definitely not for work or anything money related!
The tooling is actually outstanding – from within VS Code I'm able to build my ROM, launch it in an emulator, and even remotely debug it using VS Code's debugger.
I started by following along with a tutorial[1] where you follow along and build a couple games, then moved on to working on my own little project. It has been extremely fun and rewarding so far.
[0]https://rgbds.gbdev.io [1]https://gbdev.io/gb-asm-tutorial/
However if having an audience for your games matters, this is maybe a bad choice. On the other hand, if you would like to use LEDs, buttons, and sensors (or just like making physical hardware in general) it's very good fun.
Another word of warning, I find Microchip Studio bloated and buggy. To the point where I'll code ASM in literally anything except that, then paste it in to simulate.
Also there's a bug in the Atmel-ICE. One of the programming headers is soldered in upside down (or at least it is on mine). This is no problem if you buy the full cable assembly (where they reverse it again in the cable). However if you cheap out and buy the raw PCB only like I did, knowing this will save you a frustrating puzzle.
Anyway these minor frustrations aside, its the main language I've always returned to when I want to make something just for the fun of it.
A bit like the old and now well out of date joke "What would you do if you won a million dollars?" "Pay for Winrar!".