As I read down the readme, I kept saying to myself "ok, that's reasonable," right up until I saw the 300GB free space requirement to build the image. Is that really what is needed to build an image for a phone or is this a one-off?
My understanding is that yes Android build requirements are... significant. Given that a gentoo system can self-host in like <10% of that space, I am somewhat mystified how it got here, but yes that's "normal".
The video game Uru shipped with the sounds as ogg files. Post installation they were decompressed to wav files, I'm guessing so that they can squeeze some more performance out of the game
> Post installation they were decompressed to wav files, I'm guessing so that they can squeeze some more performance out of the game
Maybe, but there could be other reasons.
In a former life I briefly worked at a game developer, and the PC port of a game we shipped did the same thing. The reason I got was that the assets were just barely too big for the game to ship on one CD-ROM and going to a second disc was going to cost too much. The solution was to encode all the sound assets into .ogg (because it was free and unencumbered) to put on the disc and then convert them all to .wav post-install because the in-house engine couldn't play .ogg files and there was no time to add support before publishing.
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