"in computers Kilo is 1024, because four bytes is 1024 bytes"
What?
"a small game now takes 8 gigabytes, but that's 'cos modern games are sloppy, inefficient, fat and lazy..."
They include detailed models, high resolution textures and high quality sound effects and music.
"... like the basement dwelling losers who wrote them!!!"
So rarely true any more. It takes teams to create large games these days. Besides, why is a 6502 tutorial calling people who write games fat, lazy losers?
> They include detailed models, high resolution textures and high quality sound effects and music.
That may be true but the original quote isn't necessarily false either. You can't deny that modern games, like modern software in general, tend to use way more resources than they need.
Some games are clearly inefficient, but others are just making a more extreme optimization that makes one part relatively bloated. From a game development perspective, the ranking of value goes something like:
frame time > startup/load time > download/install time/space > release build time/space
Different teams have different levels of aggressiveness in pushing operations down this slope, and different projects have different demands as well. If you're not trying to render much in the first place, maybe frame time isn't actually scarce and you don't have much to gain by doing a ton of precalculation at load time. Conversely, if you're working on a AAA shooter that's struggling to hit 60 FPS and you figure out that you can shave a couple milliseconds off frame time by reorganizing the asset files in a way that makes updates 1 GB instead of 100 MB, that's an opportunity you can't afford to pass up.
But it still doesn't seem to consider that putting char data on a 40x25 screen takes one k of ram minus compression, but having a decent logo on a full color 4k screen takes a huge amount more memory. For animations/movies it obviously gets worse. Sound takes lots more, textures are huge to not get ugly at close range and so on. Stuff isn't just "twice the size" because lazy, its because 160x200 pixels isn't pretty to watch on a post-y2k monitor. I happen to like old pixels, but blaming bloat on poor code/coding is outdated.
Actually, while that might have some truth to it, game developers are very concerned about responsiveness, frame rates, and latency in a way that developers of other modern applications simply aren't, and their products tend to be much more efficient because of it. They could still probably do better in a lot of cases, but they are orders of magnitude better than webapps and electron.
Author of the site here.
The colored text next to the characters is in the personality of the 'chibiakumas' characters - Chibiko has a bad attitude and is rude, which is why she speaks like this.
The intention was to add some jokes and humor to make development seem easier for beginners and not put them off
What?
"a small game now takes 8 gigabytes, but that's 'cos modern games are sloppy, inefficient, fat and lazy..."
They include detailed models, high resolution textures and high quality sound effects and music.
"... like the basement dwelling losers who wrote them!!!"
So rarely true any more. It takes teams to create large games these days. Besides, why is a 6502 tutorial calling people who write games fat, lazy losers?