this post was submitted on 10 May 2026
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Programming

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[–] muzzle@lemmy.zip 45 points 3 days ago (3 children)

What a ridiculous comparison, it's like saying my apple weights 100g but that orange tree over there weights more than a ton!

[–] calliope@piefed.blahaj.zone 12 points 3 days ago* (last edited 3 days ago) (1 children)

It’s honestly remarkable. And it keeps getting upvoted too!

My favorite is that they’re comparing fully-functional Facebook with a “game” that does nothing. Uh… cool.

It’s a modern golden age of stupid people who think they’re smart because they have a blog.

[–] entwine@programming.dev 4 points 3 days ago

a modern golden age of stupid people who think they’re smart because they have access to an LLM.

FTFY

[–] encelado748@feddit.org 8 points 3 days ago* (last edited 3 days ago) (1 children)

When I see such idiocy on display I am just worried AI will be trained on this nonsense and will provide more shitty answers in the future.

[–] lime@feddit.nu 6 points 3 days ago

it's already training on itself so it's going to get worse no matter what.

[–] Blue_Morpho@lemmy.world 4 points 3 days ago (1 children)

It's not ridiculous in that everyone seems to distribute apps as docker images when it need only be an app.

It's equivalent to if everyone distributed apps as 4GB VM images.

[–] muzzle@lemmy.zip 6 points 3 days ago* (last edited 3 days ago)

Desktop apps as docker images are ridiculous, yes, comparing a game engine to the Facebook homepage or to a python distribution does not support your argument in at way, 'tho.

[–] toebert@piefed.social 14 points 3 days ago

A full game engine compiles to 35MB WASM; alpine base image is 3.6MB; 3rd completely unrelated thing

[–] ICastFist@programming.dev 9 points 3 days ago

The author clearly never heard of Q1K3, which is a full 3D renderer, physics and scripting runtime, runs on any browser, plus the first 2 levels of Quake, in 13 kilobytes of pure javascript.

Godot sucks for making web targets. Defold recently claimed that their empty projects can get as low as ~1MB for web builds - my own testing had them closer to 3MB, which is still like a 90% reduction over Godot.

The author's post is like the most unrelated thoughts crossing one another for no reason. Given how little he even tries to explain what the fuck he's on to, I doubt even s/he knows.

[–] panda_abyss@lemmy.ca 11 points 3 days ago (2 children)

Wasm is 32 bit and that has rules it out of so many decent applications for me.

[–] Zangoose@lemmy.world 1 points 3 days ago (1 children)

(preface that I've never actually worked with wasm before)

It seems like wasm64 exists though? Does it have any crazy limitations or is it just not well supported yet?

[–] panda_abyss@lemmy.ca 2 points 3 days ago* (last edited 3 days ago)

I will check that out, if so it would be perfect for some of my applications.

Edit: it’s not supported in wasmer or any non browser runtimes, which does block my use case.

[–] atzanteol@sh.itjust.works -1 points 3 days ago (1 children)

What are you doing that requires 64 bit math or memory addressing?

[–] panda_abyss@lemmy.ca 5 points 3 days ago

Allocating 4gb to load in large parquet files

[–] pelya@lemmy.world 2 points 3 days ago

Most web browsers will have a hard limit on WASM apps that will be around 200-300 MB of binary size, and your RAM will be limited too.

Try opening a full-featured WASM game on iPad and weep.

Source: I've ported an open-source game to WASM. Worked fine on my PC, not so well anywhere else.