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There are some interesting projects for these CPU Raytracer https://github.com/l3kn/raytracer https://github.com/l3kn/raytracer CRSFML multimedia/game library
by sdogruyol 10y ago
There are some interesting projects for these
CPU Raytracer https://github.com/l3kn/raytracer https://github.com/l3kn/raytracer
CRSFML multimedia/game library
https://github.com/BlaXpirit/crsfml https://github.com/BlaXpirit/crsfml
- vanderZwan 10y ago> Structs in Crystal are are always passed by copy, so modifying them can be problematic. For example, my_struct.x = 7 is fine but array_of_structs[2].x = 5 will not work. To work around this, copy the whole struct, modify it, then write it back. Better yet, avoid the need to modify structs (work with them like with immutable objects). I can see that becoming problematic for simulations (lots of particles, for example) and games especially. At some point you're going to want pass-by-reference and in-place mutations for better performance (ideally hidden behind some form of encapsulation of course). Is there no way around this?
- sigmaml 10y agoCrystal has both classes and structs. Instances of classes are passed by reference, while those of structs are passed by value.