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Unity makes it very clear in their blog posts that Burst is a special vectorizing compiler. It is not a linter at all. I am not sure where you got that notion.
by gmueckl 8y ago
Unity makes it very clear in their blog posts that Burst is a special vectorizing compiler. It is not a linter at all. I am not sure where you got that notion.
IL2CPP was required to be able to stick with C# and stay relevant for mobile gaming. They forced themselves into this corner by wanting to stay with C# and become relevant for mobile gaming.
Compare all this to Unreal. By sticking to C++, they do not have to commit the same amount of resources to programming language related tooling.
- pjmlp 8y agoActually they do, because Blueprints need to support graphical debugging and profiling as well. Some studios don't want to mess that much with Unreal's C++. Then Unreal has their own C++ runtime to allow for a tracing GC.
- gmueckl 8y agoStill, Epic does not have to commit the same amount of resources. That is my point. The Unreal Build Tool and Unreal Header Tool do not come for free, but this is still less than two sets of optimizing compilers in my book.
- pjmlp 8y agoIL2CPP resuses the platform C++ compiler, and Burst builds up on LLVM. It is not like Unity is building their compilers from scratch. And the fact that the Insomiatic guys felt it was a good project speaks for it, given how they are respected in the gaming industry regarding engine optimization. Also some of this work influenced C# 7.x features.
- jayd16 8y agoBurst is basically an upgrade to Roslyn with some perf warnings set to errors. IL2CPP is literally required on iOS but the perf gain you get on Android was never very good. Because of its general instability, a lot of games just ship in mono mode. It's funny that you're saying both Burst and IL2CPP are required. Can't you see that Burst is an admission that IL2CPP wasn't the way to go?