here's a free idea: RAM shortage jam, where you have to make a game for a system with low RAM capacity. like maybe less than 128mb or something

edit: OOM jam is a much better name than what i came up with https://mastodon.gamedev.place/@aeva/116362518081235814

aeva (@[email protected])

@eniko "oom jam" has a nice ring to it

Gamedev Mastodon
@eniko i like that threshold. 128 megs is positively roomy for us custom engine folks but haw good luck submitting anything made in unreal or electron or whatever
@eniko each successive jam should lower the threshold a touch until we find the sweet spot :3
@eniko "oom jam" has a nice ring to it
@aeva oh that's a way better name than what i came up with

@aeva @eniko I thought it was an edible jam at first and now I want to eat it

I wonder how out of memory tastes

@hardpenguin13 @aeva @eniko I was about to tell you the taste but I forgot 😉
@hardpenguin13 In my mind it would taste like burnt toast.
@aeva @eniko I love the idea of progressively tightening the memory constraints... 128MB is a lot... the playstation 1 had like 2MB+1MB vram (if you include vram), the ps2 had like 32MB+4MB vram. The gameboy has 8KB+8KBvram, [up to 128KB with expansions on-cart (yay bank switching!)] which I think is the smallest I've done anything on.

@miss_rodent @aeva tbh i came up with 128mb by taking the PSP's amount and doubling it, it was not a very rigorous process >_>

but i figured it would exclude most "basically a modern OS but just doesn't get security updates anymore" type platforms

@eniko @aeva Tinycore (linux distro) runs on 46MB, and microcore on 24MB... though if you want to add a game to that and stay under 128 you're still not using unity or rpgmaker or whatevr the kids use these days.
@eniko @aeva whether either of those can be considered 'modern operating systems' is arguable.... they're in a nebulous space between embedded system and modernOS honestly.
and it still cuts out most of the standard game-making tools in use in the last decade or so either way.
@miss_rodent @aeva nebulous space sounds good to me
@eniko @aeva Nebulous spaces are a good setting for game jams tbh
@miss_rodent @aeva @eniko yeah, and at what video resolution? Kids hate those low-res 320x240-ish games now

@aeva @eniko But you know, wouldn't it be amazing if someone used the room to make something really really big?

(Like whole huge world big, not just filling the RAM big.)

Most would just fill the RAM, but maybe, just maybe someone would do something amazing.

@aeva @eniko How one would measure the RAM usage of a PC game? /gen

Asking because memory management is weird on modern OSes with all the shared libraries, caching, swap spaces and whatnot - like I tried running my game and htop reported 282 MB reserved but the total RAM used went up only by ~100 MB or so, which makes it hard to figure things out unless one is deliberately targetting a non-PC platform that fits the RAM cap (which is super cool but I am probably too skill issued for that)

@makiki @aeva the system must be using 128mb ram or less, not the game, which i feel makes things a lot clearer
@eniko @makiki @aeva
I think this implies using vintage hardware and software - modern operating systems won't work with 128MB of RAM, and even for a *process* that just uses the userspace parts of a graphics driver (libGL or whatever) it's probably not enough