So mentioning DOOM 1 VS webpage sizes reminded that up until not that long ago all of my software had to fit under 16MB (megabytes!) of RAM and didn't have much trouble at that.

We could fit a fully functional app in a couple of kilobytes (!!) on PalmOS but Android apps take dozens of megabytes like it's nothing.

I get that bigger resolutions means bigger art assets (unless you use vector art and you probably should) but with the exception of games and media.. why the heck is everything so heavy now days?

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@polychrome An aspect I found interesting was debugging hooks. As I've seen now with several projects, compiling without debugging hooks results in an executable of ~1MB and compiling with hooks blows the executable up to ~100MB, all so the program can report what broke when and how. Not sure this is the full story and I'm far from understanding why, but it's a pattern that seems to be consistent.

@GammaSQ @polychrome Supposedly the FB iPhone app has six versions of the same tracking Library because each team independently imported it

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