Comment by cedws
10 hours ago
Could you explain a bit more about that code path optimisation? Why wouldn’t the compiler eliminate dead code? It seems like a very haphazard blunt force optimisation method.
10 hours ago
Could you explain a bit more about that code path optimisation? Why wouldn’t the compiler eliminate dead code? It seems like a very haphazard blunt force optimisation method.
The compiler can’t determine which code paths are never used in practice at runtime.
I see. It sounds like it would be a source of countless headaches, and I don’t think I’d ever want to do something that risks breaking the program like that, but I guess that’s why I’m not a game programmer.
Picture the scene: you have a 102KiB executable game that you want to enter into the 96KiB-or-less game competition at a demoparty in 2 weeks time. You and your friends have been working on this for months. This amazing thing you have is currently 6KiB too large to qualify for the competition at all. What do you do?
https://fgiesen.wordpress.com/2012/04/08/metaprogramming-for...
Now it makes sense.
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Kkrieger specifically is a demo scene app with the goal of being as small as possible. It’s not indicative of overall game development practices as a whole.