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That's exactly what I'm looking for ^^
I don't know if there are any for the switch specifically, but Modern Vintage Gamer on YouTube does a really good deep dive series he calls "impossible ports" where he covers the technicals of how a port of a game was made for a console and why it's crazy that it works at all. Portal on the N64 and halflife on the PS2 are the example that first come to mind.
Sorry, can't give you references, but the examples I used were from one of the early Mario games. I was around when the euro demo scene was still hot, so there were loads of tips and tricks they used to game the 8086-x386 hardware to create dazzling effects in real time, prior to the introduction of acceleration and dedicated graphics chipsets. It was a truly glorious time, and a great source of wonder growing up in the 90s watching the industry evolve around me.
Still blows my mind (though not in a good way) to hear a simple app or http framework nowadays needs several gigabytess just to install. Everything I mentioned used to happen in 32k-8mb of RAM.
The demo scene still exists and they still produce mind blowing stuff.
I still remember "playing"
.kkrieger
, a 3d shooter fitting in a fucking 64kb exe. It did use quite a bit of RAM though.Ah yes! Projecktt or something like that. Procedurally generated models and textures, and caused some controversy due to heavy reliance on the directx API. But technically astounding, nonetheless!
Produkkt
Check out this rather extreme example: REVS on the BBC micro https://youtu.be/p5s-zbXtDoo?si=5UWDROP2HtGQSiut