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Cake day: February 7th, 2025

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  • Tree shaking is essentially reducing the amount of included code to only the stuff being used.

    Let’s say you have a JAR, DLL, or whatever with 5 functions.

    Your application calls function A which also calls function B of the DLL/jar.

    Tree shaking says “hmm, if I follow the code execution path, I only need 2/5 functions from the DLL/jar” and discards the remaining 3/5 functions.

    This significantly reduces the bundle size (the bundle is what is sent to the browser).














  • It’s mostly textures, video, and audio.

    The game code is probably less than 10gb

    Change languages in your game, I am willing to bet it doesn’t download a language pack for whatever language you choose.

    You need multiple textures for different screens, resolutions, etc. to provide the best looking results. Multiply by the number of unique environments…

    Additionally, it’s not like they can only use “high” or “low” assets, as they progressively load different level of detail assets depending on the scene or distance.

    Same with all of the video cutscenes in games, they play pre-rendered videos for cutscenes.