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karmadog
searching PlanetScale…
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1.
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by
karmadog
9y ago
YouTube probably won't force this, but even if they do, nobody forces you to use YouTube.
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by
karmadog
9y ago
If that's what content creators want, isn't it in their right? You're technically not allowed to download YouTube videos anyway, there just isn't a convenient measure against it. You're not paying, you're proba
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by
karmadog
9y ago
If <whatever language> makes certain assumptions and guarantees on behavior, then no, belief is not enough. It has to be plausible. GC alone really is a big issue and all the research (of which there is a lot) has not solved fundame
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by
karmadog
9y ago
Maybe on a Hotspot VM with JIT, while using frivolous amounts of memory for good GC performance. You're not allowed to do JIT on consoles or mobile and you're memory constrained. A PC-only game engine is going to be a tough sell t
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by
karmadog
9y ago
SDKs never forced anybody to move to C or C++, but the opposite is true: C/C++ compilers were either unavailable or limited. "I have seen these words written against C, Turbo Pascal, Modula-2, C++." So what? Those words pro
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by
karmadog
9y ago
A dropped frame is always noticable. What you can do is keep a budget for GC and then force-collect every frame.
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by
karmadog
9y ago
First of all, I'm talking about game engines , not games. Both Unity and the earlier Unreal Engine (afaik) used GC-ed languages for scripting. However, if you want to make a quality game, you can not afford long GC pauses. I know th
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by
karmadog
9y ago
Game developers used Assembly to write games when it was the best tool for the job. They then moved to C when it was feasible and then to C++ when that was feasible. For their engines, they never moved on to anything else, because there s
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by
karmadog
9y ago
There's two big hindrances for success right off the bat: 1. Refusing to just use C/C++ 2. Attempting to support most of the platforms Both problems compound each other. All platforms (even Android at this point) have C APIs for e