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enbugger

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I can’t imagine the head of LLVM Foundation to have similar blog post on Zig’s decision to move to their own compiler backend. And yet Andrew regularly mentions that this is because the bugs which LLVM brings. Here seems to be the similar situation. I wouldn’t want to live in a world where each time a maintainer of project A removes problematic (as per his view) dependency on project B, the shit show starts. This is a typical pitfall and typical solution for that - again as per Andrew’s words on interview with JetBrains.

Interesting observation. This is what was lurking in the back of my mind when I was playing Path of Exile. But I usually thought it would be very elegant to implement it in the form of Lisp macros that transform all the computations into fast code that would need to be executed every tick.

I also think something similar could be implemented for an in-game rig of animated characters. In order to cut off the computation of animations that don't affect the result in any way at an earlier stage — for example, when the character switches weapons. This could make animation code more CPU cache friendly as many conditions could be optimized out.

Making it a "Compiler problem" makes it an unsolvable one in acceptable time.

If I understand correctly, "compilation" is needed only on equipment change. I remember some FPS drop in PoE when changing the gear too.

in a beautiful mess of about 20k lines of calculations in various files.

And is it actually suitable for realtime? PoB is not a realtime application.

A decision to move native because of the crisis seems like an expensive populist move to please not very solvent users. Why bother with that if many predict the RAM crisis will last merely until 2027?

How does it replace Obsidian though? I somehow think the author does not fully understand that knowledge management systems are inherently interactive and need to handle queries like in databases because they are databases.

gets solved in Godot with C++

if only by rewriting half of the Godot codebase. With design choices they made, Godot will never be performant enough for RTS/Crown simulation games.

https://github.com/godotengine/godot/issues/101494

How's the whole DOTS adoption going?

I'm quite impressed to what people build on top of it: https://github.com/Dreaming381/Latios-Framework https://assetstore.unity.com/packages/tools/animation/mesh-a... and many more

1) Are there any benefits in replacing a personal private project git repo with jj? I usually just commit straight to master in order to just not to lose the changes and be able to roll back. 2) Are there any pros in doing so in a project with many large binary files (3d models, images)?

Godot is nowhere near to something like C# HPC, Jobs and Burst. And I’m afraid even GDExtension can’t help with that. At least not with Godot’s scene structure which prioritises simplicity over performance.

Cool, you now can implement Elm architecture inspired GUI framework in C#.

As much as I hate Microsoft, I admit they are doing great things for C#

So, if you want to build games using raylib, why not learn learning or use Swift for that?

Never ever worked for me. Imagine, you actually learned basic Swift and Raylib, now you want "advanced" features in your game like navigation/pathfinding, model loading, ImGui, skeletal animation (those are actually vital for gamedev). You realize that

- Navigation is only ReCast which is pure C++ library,

- ImGui has C++ API as first-class citizen,

- Decent animation with compression is only open-sourced by OzzAnimation which is pure C++ project.

For gamedev interfacing with C is never enough, half of ecosystem is built heavily on C++. Even C++ interop is not enough (see Dlang). Without all those libraries you are bound to make boring 2d platformers.

Same for Zig, Odin, C3 etc.

I don't want to do manual memory management and pointer handling

I don't want to have any sort of undefined behavior

I want to have quick code reload button in the editor

I want to still rely of the engine official documentation with examples like it is with GDScript and C#

The author "teaches workshops on AI development for engineering teams". This is nothing but a selling post for companies. I don't know what to discuss here honestly, this is more primitive bait than an average video preview picture on YouTube.

If only Lisp had better presense in modern code editors. Emacs is not enough, especially on Windows where it is super slow. I think this is what actually stops newcomers to start with Lisp and not Python

And then the forums and subreddits are flooded with miserable folks complaining about how destructive, inextensible and unpleasant to use those experiences are. This is not the problem of UI in engines itself, it's problem of how long it takes to bring it to acceptable state with all those moving parts. For UE, Unity and Blender it took decades.

Yet another one. Along with Stride, Godot, Unigine, O3DE, Flax and tens more. All look like they just want be clone of UE: generic dark UI with inspector, scene hierarchy, asset browser in the bottom and play button in the top. Zero creativity and innovation. Where's Emacs or Vim of game engines which brings its own unique philosophy?