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>The OS reserves 32MB for itself, which leaves you with a bigger working set than a bottom-shelf Android phone. =) I get what you're saying, but I don't think anybody's going back to the halcyon days of fewer megabytes than I've got fingers.

Ok, 96 megabytes. When you set aside RAM for everything else in a 3D game (the main binary, sound/mesh/texture caches, etc) there's not a whole lot of space left for a scripting language's heap, especially when you consider that most garbage collectors require that the heap be significantly larger than the working set in order to achieve reasonable performance. Again, not saying Lua wouldn't work just fine (any 3DS devs in the audience that would care to comment?), just that it's by no means impossible to bump against that limit. For comparison, here are the slides to a 2010 presentation that demonstrates how devs were having real performance problems with (PUC-Rio, not Mike Pall) Lua on the 360 and PS3:

http://www.slideshare.net/hughreynolds/optimizing-lua-for-co...

>It felt like something I'd recommend to a CS student, tbh. Maybe that's just me.

Well, I wouldn't be surprised if the average programmer is actually working below the level of what we expect a CS student to know /me ducks




I think--not sure, I haven't tried--that I'd be a lot less worried about that RAM budget on that phone, actually. That phone almost certainly doesn't have the GPU for a game rolling with nontrivial models/textures. Like, just as an example, I don't think you're running even a downscaled, super-optimized, everything-in-C++ version of the Angry Bots demo that comes with Unity (it's on Google Play if you want to check it out) without stripping out actual functionality to the point where I think you sort of miss the point of the game because I think the GPU would give up the ghost. So I feel like on this low-end hardware you're basically talking about fairly lightweight 2D games because it can't push better, so I'm not sure I'd really worry about big honkin' meshes or textures. Is that unfair? (My own libgdx game doesn't use more than 60MB of textures at its peak, and I'm doing a lot more stuff in my JRPG than I'd think almost anybody would try to do on that sort of bottom-of-the-barrel hardware.)

Also, yeah, maybe I'm overshooting the average programmer.




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