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drainyard
searching PlanetScale…
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31.
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by
drainyard
7y ago
Senior also means that I built up a certain way of reasoning and avoiding or working around common problems I see this in my current senior colleagues, who may be very OOP-oriented but they are incredibly productive because they are super
32.
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drainyard
7y ago
Something like CRLS? That is fairly implementable pseudocode, but maybe still too hand wavey at times.
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drainyard
7y ago
Fair enough with that argument you can say it has a relation. I think what I was trying to say was that I don't necessarily think the authors of SDL were inspired by OOP when designing this type of interface. Maybe we are talking next
34.
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drainyard
7y ago
SDL having an interface with handles has nothing to do with OOP and is simply the concept of opaque handles. This is often seen in data-oriented code bases where a system behind the scenes is dealing with transforming data in a hardware-ori
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drainyard
7y ago
Are you essentially saying that because you are using libraries you need OOP? If that is what you are saying, that is nonsense.
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drainyard
7y ago
Thanks for the clarification! It's been a while since I've looked at Turing completeness.
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drainyard
7y ago
I know how you feel! I listened to "Do Android Dream of Electric Sheep" in less than a week and finished "Game of Thrones" in 3 weeks because of audio books. Before that I could barely finish a short book in a month, and
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drainyard
7y ago
Doesn't Turing completeness require conditional loops? Considering the fact that he has AND and OR gates he can represent conditionals, but he doesn't show it. And the fact that it always terminates by design also means it solves
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drainyard
7y ago
Also, I clearly don't know how to format lists on Hackernews...
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drainyard
7y ago
Sure, you can cut out the user interaction, but in general it is something goes in and something comes out. I'd argue that's just a simplification and the point still stands. 1. Data goes in 2. Data is transformed 3. Data is outpu
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drainyard
7y ago
Can you elaborate? I would argue that a business domain is defined by it's data and how that data is transformed and displayed based on user input. So simply put: 1. Data goes into system 2. Data is displayed to user 3. User i
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drainyard
7y ago
There's plenty of good talks and literature on the subject and why it is applicable to game development, but also more generally. This talk by Mike Acton (Formerly Insomniac now Unity): https://www.youtube.com/watch?v=r
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drainyard
7y ago
That Knuth quote has to be one of the quotes that is most often taken out of context to suit a current narrative.
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drainyard
7y ago
I would argue that we have people who already are software engineers. People who know the machine their code is running on very well, and use this knowledge to fully optimize for that specific machine (embedded, console development). They t
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drainyard
7y ago
One thing I always do these days is I step through any new code I've written the first time I run it. This usually weeds out some bugs that might take a while to find because they are easy to miss. It also ensures that you actually go
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drainyard
8y ago
Most people that use either Emacs or Vim for serious programming use extensions that implement code completion.
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drainyard
8y ago
You don't have to use an inheritance based approach if you don't make it an ECS. The point is that using any "something-based" approach is not necessary for most small and even medium sized games. Just make what seems ob
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drainyard
8y ago
This is why discipline is the one thing that differentiates developers that release something and those that don't. It's easy to try something new all the time, but it is tough as nails to stay with something even in the many case
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drainyard
8y ago
I routinely re-watch this talk. It always gets me back in the right mindset.
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drainyard
8y ago
But learning algorithms and data structures literally requires you to know about memory on a pretty low level. As I'm sure you know, a lot of algorithms and data structures that are theoretically equal can be vastly different in practi
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drainyard
8y ago
This is my main issue with these types of services. Some weeks I want to make something new/complex 4 times and some weeks I barely want to at all. Here in Denmark we have a nice services where you can cancel your order or reorder ever
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drainyard
8y ago
Unity's work on HPC# (High Performance C#) seems like a good possibility of a middle ground: Use C# where performance is not critical but you want safety, use HPC# when you absolutely need restrictions on performance.
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drainyard
8y ago
I would much rather switch to a compiler-restricted memory safe unmanaged alternative such as Rust, before I throw out performance for safety completely. A lot of applications, such as video games, don't require the type of security ot
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drainyard
8y ago
Most of the time when that happens to me, I try to remember all the times I did something well and didn't think about it. Usually those far outnumber the bad ones.
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drainyard
8y ago
You'll find that no one making a game that needs to run well uses OO, especially not AAA. Unity is going away from it as well, and they are arguably the biggest influence on hobby devs and newcomers out there. There are plenty of good
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drainyard
8y ago
Yes, I agree. It is more about a mindset rather than C++ specifically. I watch again now and then just to remind myself of the lessons that can be learned from it.
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drainyard
8y ago
Two of my favorites: code::dive conference 2014 - Scott Meyers: Cpu Caches and Why You Care: https://www.youtube.com/watch?v=WDIkqP4JbkE CppCon 2014: Mike Acton "Data-Oriented Design and C++": https://w