All demos I have shared with you are designed to run on resource constrained systems. Using all the resources available on the system is a big no no from the start.
Instead, as you guessed, these demos generate assets on the fly and stream to the respective devices. You cite inefficiencies. I tell they run at more than 60 FPS on these constrained systems. Remember, these are early 2000s systems. They are not that powerful by today’s standards, yet these small binaries use these systems efficiently and generate real time rendered CG on the fly.
Nothing about them is inefficient or poor. Instead they are marvels.
> You cite inefficiencies.
That’s not what I said. I said you’re trading memory footprint for CPU footprint.
This is the correct way to design a demo but absolutely the wrong way to design a desktop application.
They are marvels, I agree. But, and as I said before, there’s no such things as a free lunch. at risk of stating the obvious; If there wasn’t a trade off to be made then all software would be written that way already.