@JustSlavic@tsoding Well, I'm biased, but that's effectively what most major game engines do. You pay when you have money, not when you don't, or it's very little.
@Abhishekcur Clearly the above was written in Raylib, which is great! But technically speaking you can't do much if your statement of "pure C++" was just language intrinsics, so feel we need to add that to the discussion 😉
@Abhishekcur Hmm.. feel like saying "just X language" is not the best metric. More interesting is "using just X, Y, Z subset, and libraries". Cause 99% of the time, you're using a lib, even if low level. It makes the discussion more interesting. Are we down in graphics Apis, using Raylib, etc
@TheGingerBill@_imdawon Well, also, I think the language would have been used more if even just Vector/Algebraic math was with operators and the rest of the language was the same.
@gdechichi@MrAwesomeBruce@KoltPenny@unity@unitygames Also to @MrAwesomeBruce's point for DOTS in particular there's very little reason you can't already get that performance today (tmk Rukhanka already is there).
The biggest part is that we need to be there for the rest of the engine, not just Entities users
@gdechichi@MrAwesomeBruce@KoltPenny@unity@unitygames I 100% agree that Unity is mostly pessimized. But unlike the company !GiantHard, we don't think it's a PhD level problem to fix it. If anything we're quite confident that the performance is something we can get there. Even if it might take a bit to move everything over.
@KoltPenny@gdechichi@unity@unitygames Also, worth pointing out that there's ways to reduce the build size with settings in Unity. But it doesn't get down to the size with more minimal implementations like you can get if you build your own or use frameworks like Raylib, SDL etc
@KoltPenny@gdechichi@unity@unitygames Well, I know what I want to say here, but to keep it short I'm personally not proud of the current state of animation in Unity, luckily there's an ongoing effort to fix it 😅
Though build size is probably always going to be large. We have to contain all of .NET in the builds
@TheGingerBill Yeah, especially since, languages are already the word for languages, a way better comparison, where language families exist, one Scandinavian languages makes learning another easier, but learning a Cyrillic based language a lot harder. Similar to C vs. C++ vs Haskel
@rob_wasabi @16footcatgirl They should, for the most part, without thought have "accidentally" done the right thing.
What hurts here is that it's an extra symbol of slop that you find in all of this "vibecode"
@rob_wasabi @16footcatgirl I mean sure, but the sign of an excellent engineer is also the practices that they take forgiven and natural; that they do automatically. Sure, who you ship for is important, but I don't believe that's the point here
The chance of seeing a good engineer make this mistake is slim
@TheGingerBill@Malix_Labs@unlikelydoorway@anthdm That is to say, "Vendor" is nice, but before they go into vendor (or is too large for vendor) I think a list of known maintened packages would be good for fast searching. The Odin community would probably benefit from a pseudo official form of this?
@TheGingerBill@Malix_Labs@unlikelydoorway@anthdm Agree with this sentiment, but is there any reason we don't have a user curated set of packages. There's obviously two parts of a PM, one is the auto dependency hell, which really shouldn't be auto. But the other is just a handy index. Which Odin could arguably still benefit from
@endermanch Don't even need power toys like the others are pointing out, a simple use of "process explorer" can do the trick too:
https://t.co/1PRJ13WoBj