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SleepyMyroslav
searching PlanetScale…
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14 ms
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61.
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by
SleepyMyroslav
2y ago
Am I alone in thinking that measuring time to get answer is the worst possible metric? I have not participated because of that (yet). If there is a community for those who use other rules to compare actual solutions instead of answers I wou
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SleepyMyroslav
2y ago
>I don’t know man, why are we writing C++? 2 cents from gamedev: 1. Vendor lock in on platforms is still there and is not going anywhere. 2. Existing code. Every successful AAA project / game engine has a mountain of code that is al
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SleepyMyroslav
2y ago
1BRC was quite fun read. Author really needs better benchmark if they want to get PR out of it =)
64.
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SleepyMyroslav
2y ago
I would say that after 20+ years career OO plus functional elements have been a good default. Maybe I missed opportunities where symbolic computations were important and limited myself with languages like C++ that prefer OO/functional
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SleepyMyroslav
2y ago
Vs story does not match my experience for AAA game projects. First vs always had start debugging without loading any symbols at all. 2nd one can load each one module on demand. 3rd local file cache for symbol servers can be very much warm (
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SleepyMyroslav
2y ago
>everything needs to be much tougher I think you are being charitable to it. Less charitable version can be "Nobody ever will get fired for buying IBM". :)
67.
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SleepyMyroslav
2y ago
As someone who's working in gamedev but never ever considered Odin I think that Odin might get more attention if there will be a well known project that is a)open b)good fit for Odin c) not too simplistic. I do not think a game project
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SleepyMyroslav
2y ago
It can be controlled through compiler options like -ffp-contract In my opinion every team finds fp options for their compiler through hard time bug fixing :) and I am still in shock that many game projects still ship with fast math enabled.
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SleepyMyroslav
2y ago
>What if your game needs to talk to a server and do some string manipulation in between requests? Are you really going to architect everything so that the client doesn't need to handle any of that ever? Of course! Your string manipu
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SleepyMyroslav
2y ago
I want to make sure you understand that games as art genre and old resource limited and low level programs are far away from each other now. And moving in different directions at light speed. Unless one builds something that should be donat
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SleepyMyroslav
2y ago
In gamedev there is simple rule: don't try to do any of that. If it is text game needs to show to user then every version of the text that is needed is a translated text. Programmer will never know if context or locale will need word o
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SleepyMyroslav
2y ago
Completely tangential: As gamedev I came to love slow mutexes that do a lot of debug things in all 'developer' builds. Have debug names/IDs, track owners, report time spent in contention to profiler, report ownership changes
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SleepyMyroslav
2y ago
while I like your point in general you might be wrong on MFC part at least a bit. Last time I checked one can still choose optional MFC component of desktop development in vs installer and it will let you build old code with latest toolchai
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SleepyMyroslav
2y ago
I never said it would. Any engine needs 'basic platform support' style input. And going into extra windows/threads/apis is for 'competitive shooter titles'. After working on one a bit I would say library way is
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SleepyMyroslav
2y ago
If author reads comments I just wanted to confirm that everything seems to be correct. The fun parts you might not know is eg. that if you want to ship on steam you will need legacy messages for its overlay to function. Because its a web ba
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Optimizing Threading for Gaming Performance
(intel.com)
1 points
by
SleepyMyroslav
2y ago
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0 comments
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SleepyMyroslav
2y ago
>> What is so beneficial in having different implementation of same functionality? > The point of having different implementations is that not every program has the same needs. Are we still chatting about porting exactly same game
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AMD Ryzen 5 9600X Review, BAD Value [video]
(youtube.com)
1 points
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SleepyMyroslav
2y ago
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1 comments
79.
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SleepyMyroslav
2y ago
The free lunch is over for consumer CPUs. Last big improvements per generation that AMD Ryzen showed has dried out. As someone working in gamedev I find it really refreshing. If a game will never be faster for free with similarly priced ha
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SleepyMyroslav
2y ago
I am not sure I understand. You declare a win with no explanations or reasons. What is so beneficial in having different implementation of same functionality? Why source being available makes difference? We can ignore cases of optimized per
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SleepyMyroslav
2y ago
>In the end the only sane thing to do if you want any reproducibility across operating systems is to exclusively use ... no std library code in portable code. FTFY. Ofc there are no absolutes. In gamedev essential type info bits and intr
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SleepyMyroslav
2y ago
Fun fact you and GP both right. Goals of 'local' build a programmer does to check what he wrote are at odds with goals of 'build farm' build meant for end user. Former should be optimized to reduce build time and latter
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SleepyMyroslav
2y ago
What helped me was to instrument older game engine version build with Clang's UB sanitizer and attempt to run it for few weeks. Granted I had to approve the research with management to have that much time but I have learned some things
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SleepyMyroslav
2y ago
(meta comment) I dont think downvotes will come. Only search can find this comment. As someone working in gamedev on live service game I think you are right about chilling effects. EU is a large market but if they will regulate themselves o
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SleepyMyroslav
2y ago
Large game publisher shipping console/pc games in custom engines. Even if someone is ninja coding new engine in Rust right now I am likely to retire before it will be in use. Ofc I can not say for whole company if it was decided to not
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SleepyMyroslav
2y ago
Does memory of such C++ that can be used in debug build exists somewhere? Yeah, one can still write that. Example from open source: tracy_force_inline void swap( Vector& other ) { uint8_t tmp[sizeof( Vector<T> )]
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SleepyMyroslav
2y ago
It's not only games. Anything sizeable that needs to run to repro will crumble under 20-100x times slowdown. Multithreaded behaviors will be just different. All those wonderful templated abstractions do not come for free in -O0. Ranges
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SleepyMyroslav
2y ago
Texture loading and TLS can not meet deadline for sure because we rely on APIs that do not support deadlines. They can only be best effort/background code. The difference I believe is between updating each UI widget and doing something
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SleepyMyroslav
2y ago
Dislaimer i work in gamedev. I think what ppl do in gamedev with tasks/jobs ( different ppl call it differently ) and colorless async with functions that may yield at any time are different. Yielding on I/O means you can not meet
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SleepyMyroslav
2y ago
My opinion on the facts I saw don't agree with your interpretation. No one here on HN cares about it =) so I just drop it. My hot take is that when AAA games will be shipped on mac os they will not use porting kit in runtime and just c
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