4 ms·
I remember another article where the main developer set aside a big chunk of memory right when they started coding. When they had issues fitting everything in m
by rmetzler 5y ago
I remember another article where the main developer set aside a big chunk of memory right when they started coding. When they had issues fitting everything in memory shortly before the deadline, he deleted this chunk and had no issue to deliver the project.
I think this is something we should do more today. Defining a memory budget, and staying inside.
- eru 5y ago> I think this is something we should do more today. Defining a memory budget, and staying inside. It's fun to think about, but I am not sure if it's the right tradeoff for most projects?
- TMWNN 5y ago>The enemy of art is the absence of limitations. —Attributed to Orson Welles (<https://quoteinvestigator.com/2014/05/24/art-limit/ https://quoteinvestigator.com/2014/05/24/art-limit/>)
- zppln 5y agoMaybe this is the article you're thinking of (pretty sure it was first published by Gamasutra): https://www.gamedeveloper.com/programming/dirty-coding-tricks https://www.gamedeveloper.com/programming/dirty-coding-trick... (see The Programming Antihero)
- Scaless 5y agoGamasutra IS Game Developer now, they rebranded recently. https://www.gamasutra.com/view/news/387227/Gamasutra_is_becoming_Game_Developer.php https://www.gamasutra.com/view/news/387227/Gamasutra_is_beco...
- mensetmanusman 5y agoThere was a story about a year ago of someone mentioning something similar, where they recommend always having a 10 GB blank file on their server. This save them multiple times when issues arose later relating to space availability, even for updating things, etc.
- rzzzt 5y agoI remember it as being for "disk full" conditions when everything came to a crawl, because log files could no longer be written either.