Hardcore Games is based at Victoria, BC, Canada. With extensive experience in development, its possible to work with small studios using remote desktop where guidance can be provided. Even full development is possible for most major engines.
On the old IBM System 360 model 25, all that was available was COBOL, ALGOL and FORTRAN. These days not much call for COBOL, ALGOL is dead and FORTRAN sees some use mostly from scientific packages.
Years ago, games were largely done in Assembler with microcomputers. Then C++ gained ground and more recently C# has been used for game development. C++ is on average 2-3 times faster than C#. Modern machines however are so powerful that the overhead of .NET is not as bad it used to be.
The Commodore 64 used a 6502 CPU which was very hard to program. The Radio Shack Color Computer used the 6809 CPU. The 6809 was dramatically better for a developer to use as it had 16-bit addressing so the entire memory space was addressable.
The IBM PC came with as little as 64KB of memory but there were sockets to increase the memory to 256KB. A card was needed to add more RAM to the machine and to add a real time clock etc. The 8088 CPU had 64KB segments for the memory but addressing was not hard to use as the CPU offered segment registers.
Early games did not consider physical reality much. Weapon fire moved in a straight line. Eventually games started supporting gravity which affects projectiles
Modern game development needs a good understanding of undergraduate math. Linear algebra is part of the needed curriculum and so vector calculus.
Level of detail has been pushed as the resolution of LCD panels has moved from 1920×1080 to 3840×2160 and beyond. The current LG 27UL500-W panel will be ideal for the 10th generation console period.
Tessellation was a minor part of DX9 but it was moved into focus with DX11. This technique increases the number of triangles making up a given surface which tends to look more natural.
Most recently ray tracing has become a marketing mantra. The PC got into tray tracing long before the GPU ever surfaces. The FPU was adequate for handling the math to slowly render raytraced scenes. The RTX 2080 which supports hardware ray tracing may find traditional rendering to be too demanding for real time.
ALPHA & BETA TESTING
The studio is well equipped for alpha and beta testing of games. With over a dozen graphics cards its possible to test compatibility on one of several machines.