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No of course not, they merely license it from the government /s (or not /s? this whole thing is confusing)

All ownership is temporary. Even Earth's ownership of its atoms is really a lease granted temporarily by the Solar system.

Same here. Why do they do it do it this way?


That person clearly doesn't know any people who make art.

Jeez, that takes me back. I could have sworn that it was earlier than 2005 though

Looking up Nightdive Studios is how I discover that Thief: TDP is getting a remaster. Worth it


This explains so much about my experiences


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".


My x220i w/ i3-2310m and 8gb ddr3 can compile gentoo from a stage 1.

Android's build system must be hopelessly fucked to require the specs it does.


Android build system is a heavy Rube Goldberg machine, it's amazing it even works at all


Android is a heavy Rube Goldberg machine, it's amazing it even works at all.


android-latest-release branch (Android 16 QPR2) for lunch target aosp_cf_x86_64_phone-trunk_staging-eng (Cuttlefish emulator):

> du -hs --exclude /aosp/android-latest-release/out /aosp/android-latest-release

132G /aosp/android-latest-release

> du -hs /aosp/android-latest-release/out

127G /aosp/android-latest-release/out

So ~130GB each for the compiled artifacts and the source code. It's heavy, and at times can easily fill 64GB of RAM during the build.


Yes, that's normal for an Android build. Maybe even on the lightweight side as far as build requirements. I agree that it's an absurd about of space.


Android uses like 7 build systems and repo is like 50 submodules deep.


Compiled android once ~10 years ago, remember it taking at least half a day. Really helped me appreciate how many things go into it.


> how many things go into it.

maybe how much bloat.


Building Android is heavy, and so is Chrome.


The most polite error message ever


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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