3 ms·
> OP is making up stuff about running code on the CPU because its a 3D engine? I’m not sure CPU-evaluated animations are often critical performance bottlenecks
by Const-me 2y ago
> OP is making up stuff about running code on the CPU because its a 3D engine?
I’m not sure CPU-evaluated animations are often critical performance bottlenecks of game engines.
> why mention megapixels if you think it's irrelevant?
Count of screen-space pixels is a hard upper limit of count of simultaneously visible things on the screen. Animating occluded meshes is pointless.
> many memory-safe languages and runtimes and have performant data structures
Indeed, because people who designed these memory-safe languages wanted to support arbitrarily complicated data structures implemented using safe subset of these languages.
Safe Rust supports arbitrarily complicated code, but requires unsafe to implement most non-trivial data structures.
It’s possible to hide unsafe code deep inside standard library, possible to implement safe APIs over unsafe implementations, but still, for people who actually need to create custom data structures (as opposed to consuming libraries implemented by someone else) none of that is relevant.