It is quite interesting how games came out in the past that never got updates. Now you install a game and the first thing it does is downloads updates for a day before you can play.
Games are far larger and much more complex, its hard to plan for what goes wrong in production for these games.
Oh I get that. Just noticed that developers I work with today rather than the ones I worked with 20+ years ago have a very different understanding of development.
Hah. I remember working with accounting software in the early 90s. Legacy stuff even then. Programs and data needed to fit in 64k.
Need to make a simple customisation? Well now you need to split one program into two. Have fun.
Limitations inspire creative solutions
Don’t let the government know about this
As a hobbyist game dev, can confirm I am basically just splashing around cluelessly making a mess.
I’m loving that some small teams also manage to make products better than AAA firms in terms of performance. BattleBit has been a blast to play with 127v127 players, and it runs so well. I know the graphics aren’t as intense as other games, but that takes a backseat for me when the game has practically no performance issues and is satisfying to play.
In the eighties we dealt with a few kilobytes, only dreaming about megabytes…
“Cool, what’s a kilobyte?” - Rockstar before filling your hard drive
Can you call it a programming meme? Looks more like a gaming meme
Game programmers, yes. Programmers who happen to work on games. Further, the highlighted idea is not restricted to games.
To be fair, customers care more about graphics fidelity than they do about efficiency.
Spending hours mastering a shader to add some cool atmospheric effect would get you much more return than the same hours optimizing the code.
gameplay