Whenever I think, "Thank goodness the limited memory days are behind us", it pops up again and again. Sure, you can buy a new iMac Pro with 128GB of RAM(!!) and smartphones regularly have 8GB available, but the increasingly popular IOT devices and smart consumer hardware (like streaming media boxes, etc.) try to limit the BOM cost and thus limit memory as much as possible. Tiny memory leaks become an issue, or random…
A RAM Edition of Dirty Coding Tricks
71–76 of 76 posts
Re: A RAM Edition of Dirty Coding Tricks
#72Earlier quoted context omitted.
That's a trade off. Have you ever estimated a game development budget? Sure, we can write our own engine in C++ and be running smoothly on 7-year old machines - which, theoretically, can bring some additional sales. But we can also use the money that C++ engine developers cost to hire much cheaper mid-level devs with a typical industry engine (Unity/Unreal), invest that time in additional polish/iterations and get a…
No. There is no trade off. This game is a VN, this is a very simple genre, I could reimplement the engine easily in C++ and Lua and I do not consider myself a superstar. And I do not need to be Gordon Ramsey to be able to tell I've been given a plate of shit. The C++ part is a complete strawman, nowhere did I say that everyone must now use C++ only. Unity, Unreal, Python, Electron, et al are not the problem here, the…
The second problem that I see is that of 'free' speedups. If you get a free speedup from hardware tech (like SSDs), you're thought is never going to be how can I match this speedup with my own code optimization, it means your production time is now cut in half or you can go focus on other things. Its only when you're forced to come in under a certain performance budget that people bother to optimize. As it is, this only seems to happen in fixed-hardware situations like console games/embedded systems, etc.
Re: A RAM Edition of Dirty Coding Tricks
#73A pretty common trick that was part of game programmer lore back in the PS2 / Xbox era was to have a large static array hidden away in some code file somewhere. When days before shipping you couldn't quite fit the release build in to memory this allowed a heroic programmer to miraculously 'find' a few hundred extra kilobytes of memory by reducing the size of the array by just enough to fit. There was a less common va…
Sadly this usually works only once, especially if it's one person doing it. I used to work on the performance team at a Bay Area company. One of the things we did to keep our JavaScript bundle sizes under control was introduce a "ratchet". There was a threshold, enforced by CI, that you couldn't let the bundle size exceed without getting in touch with us first and figuring something out. [0] This worked wonders for a…
Sounds like an example of the cobra effect[1]
Re: A RAM Edition of Dirty Coding Tricks
#74A pretty common trick that was part of game programmer lore back in the PS2 / Xbox era was to have a large static array hidden away in some code file somewhere. When days before shipping you couldn't quite fit the release build in to memory this allowed a heroic programmer to miraculously 'find' a few hundred extra kilobytes of memory by reducing the size of the array by just enough to fit. There was a less common va…
I have seen it mentioned here on page 4: https://www.gamasutra.com/view/feature/132500/dirty_coding_t... There's yet another article on dirty game hacks that I recall due to EULA self-hack: https://www.gamasutra.com/view/feature/194772/dirty_game_dev... I have no idea why this article doesn't link to these two and just to the 2017 one because it's not like these are current generation tricks, it's just that Brandon S…
Re: A RAM Edition of Dirty Coding Tricks
#75Earlier quoted context omitted.
> Whenever I think, "Thank goodness the limited memory days are behind us", it pops up again and again. Sure, you can buy a new iMac Pro with 128GB of RAM(!!) and smartphones regularly have 8GB available I think you're underestimating the accretion of software bloat. You remember the days when you did exactly the same things , exactly as fast, with 1GB machines? 512MB machines? As long as devs don't give a fuck (er,…
I always think about Windows Vista when I hear "unlimited memory". Somebody looked at expanding memory and processing, and decided "let's have an animated 3D background for the OS, that'll be good". Memory is always going to be pushed to its limits unless devs and users alike go out of their way to keep it intact.
Re: A RAM Edition of Dirty Coding Tricks
#76Earlier quoted context omitted.
You'll run into today's equivalent soon enough :)
Now I'm looking forward to the first website that decides it needs to restart Chrome between page changes for me...