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Re:How Naughty Dog Fit Crash Bandicoot into 2MB of RAM on th... by pjmlp on Thursday June 18, 2015 @07:56AM (#9737990)
> It doesn't matter how many frameworks are out there. ....

Former IGDA member, Gamasutra subscriber and GDCE attendee here, hence why I asked for numbers.

> Reducing package size isn't really comparable to writing portions of your game in assembler. I don't consider that low level coding or pushing hardware limits.

It is not, but the goal of fitting as much code as possible in small packages is.

Re:How Naughty Dog Fit Crash Bandicoot into 2MB of RAM on th... by codesushi42 on Thursday June 18, 2015 @02:57PM (#9740859)
> Former IGDA member, Gamasutra subscriber and GDCE attendee here, hence why I asked for numbers.

Maybe "former" is why. There are no numbers published to confirm or deny. It's apparent if you keep up with the community and ask developers what they use.

> It is not, but the goal of fitting as much code as possible in small packages is.

You're really talking about reducing sizes of assets & included libs. That has more to do with optimizing DL time than hardware performance, and nothing to do with low level coding where you're writing machine instructions without touching a higher level of abstraction. Not the same at all.

Re:How Naughty Dog Fit Crash Bandicoot into 2MB of RAM on th... by pjmlp on Thursday June 18, 2015 @03:16PM (#9740988)
> There are no numbers published to confirm or deny. It's apparent if you keep up with the community and ask developers what they use.

So just an anecdote, kind of "on my neighbourhood...".