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SleepyMyroslav
searching PlanetScale…
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91.
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by
SleepyMyroslav
2y ago
minor nitpick: did care when Google Stadia was in the list. But it did not worked out and everyone took a big L on that and now Vulkan support has been mostly purged already.
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SleepyMyroslav
2y ago
Linked article describes manual approaches that create less reusable code. Luckily there are unity build tools that do not require manual changes to code and work with normal .h/.cpp files automatically.
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SleepyMyroslav
2y ago
All true as for non graphics programmer working in gamedev. Few things I would say differently: Some companies spend on hardware to solve build times. Shader variation counts are way bigger for long time. Debug builds for large C++ codebas
94.
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SleepyMyroslav
2y ago
Typical solution is to automatically exclude modified files from unity build. So when you edit only 1 cpp you build 2 first time and only 1 afterwards if you need to iterate over it. Such solution introduces more funny failure modes into bu
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SleepyMyroslav
2y ago
If you are implying that we can go back to force inlining everything and only using small wrappers around memcpy then I will have to say that that ship has sailed years ago. I do not know anyone who wants to go back for more than brief mome
96.
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SleepyMyroslav
2y ago
There is a reason of why > unoptimized build is used, as that is the edit-compile-debug loop is no longer true. Modern C++ has a lot of metaprogramming abstractions in it and they are no cost only in optimized builds. In my years of game
97.
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SleepyMyroslav
2y ago
If they tried to use C++ it would have ended absolutely the same way. As someone who works in gamedev I can assure you C++ is same bad choice for 2 man indie project. In search of fast iteration times games have moved away from writing code
98.
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SleepyMyroslav
3y ago
This is another nice reminder to people who build systems where there is only one language implementation. Implementations always change.
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SleepyMyroslav
3y ago
disclaimer i am working in gamedev and using C++. I find the paper is really low on anything that other organizations relying on C++ heavily can take home as advice. Like they still need their C++ systems [3]. They failed to make changes in
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SleepyMyroslav
3y ago
If you need to organize your thoughts on what measurements are and how at least some profiling tools work you can pick up a book or two. I would recommend for example [1]. It is a bit heavy on C++ side but you can complement it with somethi
101.
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SleepyMyroslav
3y ago
I would not call that 'controversial'. In the internet days people call this behavior trolling for a reason. The punchline about rewriting code in different language gives an easy hint at where this all going. PS. I have been in t
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SleepyMyroslav
3y ago
>int *p = &y - sizeof(int); Funny how arguing about UB shows that even compiler writers can miss when they are juggling with lots of sharp objects :) There is no way you meant to write integer pointer value - 4 if your intent was &#x
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SleepyMyroslav
3y ago
I have not seen shipping prebuilt PSOs outside of game console platforms. Typically games that care do on device caching if any. Unfortunately, lots of projects just take shader hitches as given.
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SleepyMyroslav
3y ago
>stone age development experience simply not true. Stadia had full integration into MSVS in build and debug flows. Even 'lets show a build to management' flows there were better than Windows (i was in shock myself). And for lon
105.
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SleepyMyroslav
3y ago
I don't think games have any problems with build systems or libc. Source I am working in gamedev for some time. I simply do not see your stated 3x-5x difference. Would love to be proven wrong.
106.
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SleepyMyroslav
3y ago
yeah, you have it completely consistent. My point is that one can have a lot of C++ working at scale. Reading code is very important part of large scale projects. Dropping debug builds is a reasonable tradeoff.
107.
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SleepyMyroslav
3y ago
It does not have to be night and day. In gamedev I saw over years that giving up debug builds for a set of your own abstractions has benefits. You do not have to use STL or exceptions so you can have a balance in your build times. Having ab
108.
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SleepyMyroslav
3y ago
AMD chips with hyperthreading are the reality of console gaming. It works pretty well for couple of generations and anything from before that should be viewed as ancient history not reflecting current state of the art of games and engines.
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SleepyMyroslav
3y ago
I have anecdata to add to Herbs point. I had a AAA project hitting 30ms pauses in free() implementation by platform vendor for quite popular gaming platform in 2016. Ofc it is anecdata but having actual deadlines from implementations is rea
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SleepyMyroslav
3y ago
What you wish upon others, you wish upon yourself. Afaik most of Ubisoft games were offline singles. Even the game that sparked always online debate AC2 has been offline playable for very long time. There are ofc online games that were shut
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SleepyMyroslav
3y ago
My thoughts are that people that maybe will return to office or mixed setups will be completely different group than one left office in a hurry. Like in my case we have some pressure from management and some excuses to avoid open conflict a
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SleepyMyroslav
3y ago
I managed to get my Netflix entire account deleted with all of my bookmarks on where I stopped watching what because I haven't re-subscribed for a while. I suspect they have some kind of grace period before your data gets purged. If yo
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SleepyMyroslav
3y ago
Issues that only go away with disabled power efficient cores beg to differ. People assume that if its 3rd in a row generation of hardware released then software support issues were ironed out before.
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SleepyMyroslav
3y ago
C and C++ are often used to achieve max performance. For max performance devs have to guarantee inlining. Which means programmers intentionally choose bigger code size and instantiation of sort algorithm code for every type and comparison c
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SleepyMyroslav
3y ago
Two notes from C++ user in gamedev. Please, make realistic ValWithPtr implementation for C++. Please, implement comparison inlining in C and C++ where algorithm API allows it.
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SleepyMyroslav
3y ago
Corporate devs are still in perforce paired with some web review tools. It is a big cultural problem for a lots of devs out there that they are not familiar with open source flows and tools.
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SleepyMyroslav
3y ago
>they’re using to help developers port their games like what Valve is doing with proton. Well Apple and Valve are doing exact opposite things with their tools. Let me explain. Valve runs your windows game unmodified. There is no 'po
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All the Safeties: Safety in C++ – Sean Parent – CppNow 2023
(youtube.com)
2 points
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SleepyMyroslav
3y ago
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0 comments
119.
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SleepyMyroslav
3y ago
Completely opposite experience. It quickly drifts either its own 'genre' playlist or your own history tops or nowhere. I find it much easier to pick some community playlist and it has more chances to be self consistent than any 1
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SleepyMyroslav
3y ago
I have come to conclusion that there are different types of people who work with code. There are writers. They can not stop writing. If something tries to stop them they move on and keep writing. Most of the code around is written by very s
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