> The savings there would be negligible (in modern terms) but the development cost would be significantly increased.
...and this effort and small savings here and there is what brings the massive savings at the end of the day. Electron is what "4KB here and there won't hurt", "JS is a very dynamic language so we can move fast", and "time to market is king, software is cheap, network is reliable, YOLO!" banged together. It's a big "Leeroy Jenkins!" move in the worst possible sense, making users pay everyday with resources and lost productivity to save a developer a couple of hours at most.
Users are not cattle to milk, they and their time/resources also deserve respect. Electron is doing none of that.
> You quoted where i said that modern resolutions are literally orders of magnitude greater and assets stored in bitmaps / PCM then totally ignored that point.
Did you watch or ran any of these demos? Some (if not all) of them scale to 4K and all of them have more than two colors. All are hardware accelerated, too.
> And modern graphics aren’t limited to 2 colour sprites (more colours were achieved via palette swapping) at 8x8 pixels. Scale that up to 32bits (not colours, bits) and you’re increasing the colour depth by literally 32 times. And that’s before you scale again from 64 pixels to thousands of pixels.
Sorry to say that, but I know what graphics and high performance programming entails. Had two friends develop their own engines, and I manage HPC systems. I know how much memory matrices need, because everything is matrices after some point.
> Safety nets are not a waste.
I didn't say they are waste. That quote is out of context. Quoting my comment's first paragraph, which directly supports the part you quoted: "Yes, but this doesn't prevent you from being mindful and selecting the right tools with smaller memory footprint while providing the features you need."
So, what I argue is, you don't have to bring in everything and the kitchen sink if all you need is a knife and a cutting board. Bring in the countertop and some steel gloves to prevent cutting yourself.
> I’ve written software for those 80s systems and modern systems too. And it’s simply ridiculous to Compare graphics and audio of those systems to modern systems without taking into account the differences in resolution, colour depth, and audio bitrates.
Me too. I also record music and work on high performance code. While they are not moving much, I take photos and work on them too, so I know what happens under the hood.
Just watch the demos. It's worth your time.
> Electron is doing none of that.
I agree. I even said Electron was one piece of bloat I didn’t agree with my my comment. So it wasn’t factored into the calculations I was presenting to you.
> Did you watch or ran any of these demos? Some (if not all) of them scale to 4K and all of them have more than two colors.
You mean the ones you added after I replied?
> I didn't say they are waste. That quote is out of context.
Every part of your comment was quoted in my comment. Bar the stuff you added after I commented.
> Had two friends develop their own engines
I have friends who are doctors but that doesn’t mean I should be giving out medical advice ;)
> Just watch the demos. It's worth your time.
I’m familiar with the demo scene. I know what’s possible with a lot of effort. But writing cool effects for the demo scene is very different to writing software for a business which has to offset developer costs against software sales and delivery deadlines.
I’m also not advocating that software should be written in Electron. My point was modern software, even without Electron, is still going to be orders of magnitude larger in size and for the reasons I outlined.
I did no edits after your comment has appeared. Yep, I did edits, but your reply was not visible to me while I did these. Sometimes HN delays replies and you're accusing me of things I'm not. That's not nice.
> writing cool effects for the demo scene is very different to writing software for a business which has to offset developer costs against software sales and delivery deadlines.
The point is not "cool effects" and "infinite time" though. If we continue about talking farbrausch, they are not bunch of nerds which pump out raw assembly for effects. They have their own framework, libraries and whatnot. Not dissimilar to business software development. So, their code is not that different from a business software package.
For the size, while you can't fit a whole business software package to 64kB, you don't need to choose the biggest and most inefficient library "just because". Spending a couple of hours more, you might find a better library/tool which might allow you to create a much better software package, after all.
Again, for the third time, while safety nets and other doodads make software packages bigger, cargo culting and worshipping deadlines and ROI more than the product itself contributes more to software bloat. That's my point.
Oh I overlooked this gem:
> I have friends who are doctors but that doesn’t mean I should be giving out medical advice ;)
Yet, we designed some part of that thing together, and I had the pleasure of fighting with GPU drivers with them trying to understand what it's trying to do while neglecting our requests from it.
IOW, yep, I didn't wrote one, but I was neck deep in both of them, for years.
> I did no edits after your comment has appeared. Yep, I did edits, but your reply was not visible to me while I did these.
Which isn’t the same thing as what I said.
I’m not suggesting you did it maliciously, but the fact remains they were added afterwards so it’s understandable I missed them.
> Yet, we designed some part of that thing together, and I had the pleasure of fighting with GPU drivers with them trying to understand what it's trying to do while neglecting our requests from it.
That is quite a bit different from your original comment though. This would imply you also worked on game engines and it wasn’t just your friends.