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The last product we worked on has a larger React file with the fraction of the functionality. Very well done!
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Once you know what goes into these demos, it's not really comparable.
Can you ELI5 please?
I am guessing the user is referring to compute heavy nature of these demos to save on disk spwce
The demos are (a) an extraordinary amount of work and (b) rely on generative systems to produce a large world from small data, so it's usually not possible to fine-tune individual details of the world.
I think a “hello world” react project already has a bigger javascript bundle than this entire game, depending on how you measure it.
Fun fact: they reduced the size of the code by removing any path not taken while playing. That’s why you can’t move up in menus (or something like that), they didn’t press that key while tuning.
I shall be telling this with a sigh

Somewhere ages and ages hence:

Two branches diverged in a program, and I—

I totally eliminated the one less traveled by,

And that has made all the size difference.

So kind of like the multiple worlds interpretation with a collapsed state through observation? Effectively consciousness acts as a deletion mechanism (Maxwell’s demon).
I wonder if it would be possible to put game library code in a web assembly component and then compile small .wasm files that used it.
Possibly, but then the library should also "count".

The web equivalent of this kind of extreme minimization is probably https://js1k.com/

The idea would be to build a platform off of it so that the library could be loaded from cache for multiple games or applications.
I remember my friend ripping this to a CD-ROM for me in high school (early 2000s). It included the tooling application for editing stuff like the parameters for environment generation. I had no idea what I was doing and it didn't run well on my family PC, but I consider it a pretty big milestone on the journey that led to me sitting here reading HN instead of figuring out why my unit tests are failing.