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  • @[email protected]
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    6 months ago

    What was it again, 1 critical bug every 1000 loc?

    That’s why, code as much as needed but as less as possible.

    Of course not measured in KB, because readable code takes a bit more space than clever hacks.

    • @[email protected]
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      36 months ago

      Code is rarely the biggest thing in these programs. You want textures that don’t look stretched and pixelated at 4K? That’s going to cost you.

      Look in any game directory. There’s probably a one big file–sometimes a few big ones–in there that you can rename to .zip and unpack it as one. It will dump all the textures/sound effects/etc. in the game, but have zero code. It will be something like 70-90% of the game’s entire space.

      • @[email protected]
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        16 months ago

        I agree and disagree.

        Yes, in Games. There, the longer the more, duplicated assets too (like, all the data in every level package, even though every level only needs 10% of the data). Because user storage is cheaper than optimization.
        Sometimes in tools too, often crappy tools with abundance of animations. But usually it’s cheaply made software in a framework dragging lots of boilerplate with it. There it’s loc again.

        No, not in office suites and Wordpad.

        Btw, why is vector graphics so rarely used for simple icons?