<story><title>A RAM Edition of Dirty Coding Tricks</title><url>https://www.gamasutra.com/view/news/310660/Memory_Matters_A_special_RAM_edition_of_Dirty_Coding_Tricks.php</url></story><parent_chain></parent_chain><comment><author>mattnewport</author><text>A pretty common trick that was part of game programmer lore back in the PS2 &amp;#x2F; Xbox era was to have a large static array hidden away in some code file somewhere. When days before shipping you couldn&amp;#x27;t quite fit the release build in to memory this allowed a heroic programmer to miraculously &amp;#x27;find&amp;#x27; a few hundred extra kilobytes of memory by reducing the size of the array by just enough to fit.&lt;p&gt;There was a less common variant of this for finding some extra performance by reducing the iterations of a loop doing no-ops somewhere in the main game loop.</text></comment>
<story><title>A RAM Edition of Dirty Coding Tricks</title><url>https://www.gamasutra.com/view/news/310660/Memory_Matters_A_special_RAM_edition_of_Dirty_Coding_Tricks.php</url></story><parent_chain></parent_chain><comment><author>k__</author><text>&amp;quot;When finishing a level, the game would reboot the console and restart itself with a command-line argument(the name of the level to start) ... into the next level. Voila, the perfect(?) way to clear all memory between levels.&amp;quot;&lt;p&gt;Well, that&amp;#x27;s basically how most websites work, lol</text></comment>