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.
> I got the impression that it was for programmers of other disciplines
It felt like something I'd recommend to a CS student, tbh. Maybe that's just me.
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
Also, yeah, maybe I'm overshooting the average programmer.
I'm sure Lua is "good enough" for a lot of tasks in most games on most hardware, I was just trying to hint at scenarios where the GC overhead could be painful enough to warrant a custom approach.
>but that hasn't been a serious use case in games on popular platforms for a while now.
The DS with its 4 megabytes of RAM was still a relevant platform not that long ago. The 3DS doesn't have a whole lot of breathing room either; 128 megabytes of RAM, who knows how much of which is available to the game and not reserved for the OS.
>Which is why I'm confused why it's in a book that seems to basically be for novices, at least without some "you should rethink doing this unless" asterisks.
I haven't read too much of this book, but I got the impression that it was for programmers of other disciplines that wanted the skinny on game development practices, not for total novices. Somewhere between "Game Programming for Teens" and "Game Engine Architecture." This chapter doesn't seem that out of place to me.