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However it does irritate me that it's pregenerating the entire scene in memory. Being allowed to use 300MB of RAM doesn't strike me as very limiting.



You wanted optimized code size and optimized performance?

I mean, sure, but think about how big 4KB is, the tricks that are being used to create the scenes are crazy hacks using default Windows sound files and literally anything the executable can reference on the cheap.

Procedural content generation is really expensive (in general), but that's the beauty of it. You find a way to abstract the content into an algorithm, and then you can reduce the size of the assets, but you pretty much always need to pay the price somewhere.

But hey, I understand the sentiment, I wish Slack didn't consume 2 GB of RAM on my machine.


"Being allowed to use 300MB of RAM doesn't strike me as very limiting."

BOOM! I knew it was going to be huge. That's a beefy GPU + 300MB in RAM + pregenerating. I'd have... made sacrifices to have that even in the Half-Life 1 days. :)




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