Viewing profile — crafn
crafn
HN member- Joined
- Thu, Jul 09, 2015, 6:30 AM UTC
- HN karma
- 84
- Public activity
- 20 items
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About crafn
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Recent public activity
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Comment #10923983
> A serious C++ engine with a "data oriented" design would have the same arrays of primitive types and dumb structs as its C counterpart, merely dressed as std::vector or std::arra…
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Comment #10923928
Absolutely you should take the text with a grain of salt. The reasons I chose C are very personal. I can entertain the idea that my desire for simplicity is just a fad. I suspect t…
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Comment #10923842
Good that I succeeded at avoiding ranting. I find it really hard to keep from throwing absolutes. Almost everything is possible with C++, that's true. Some things require a lot of …
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Comment #10923717
>Take a look at the games made in Unity. Plenty of AAA or close to AAA games. Cities Skylines, Firewatch, Ori and the Blind Forest, Pollen, Endless Legend. I think we may have diff…
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Comment #10923705
Two reasons: Creative interests which make traditional game engines a hard fit. I could make compromises to the design, but as I also have technical interest in making game engines…
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Comment #10923696
The need for high performance meets with my creative interests. (But I also have technical interest in making the engine). I also value the ability of being able to implement extra…
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Comment #10923007
>These are fairly outrageous claims, and it all smells of total burnout, and losing sight of the forest for the trees, to me. Maybe, I don't know. I have been a lot happier with C …
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Comment #10922991
I get where that comes from. I surely did have the disconnection some years back, but think I'm on a better track now. Thanks for the link.
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Comment #10922972
Author here. I'm positively surprised, constructive discussion on internet! There's been some discussion about using Rust. Rust is an interesting language, and has definitely poten…
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Comment #10872300
There's a lot of tricks you can do to optimize build times, and I've tried most of them in my previous game engine. Got ~90kloc recompilation time from 15min to something like a fe…
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Comment #10872075
Maybe, I don't know. This is just me trying to minimize the unnecessary pain and suffering while waiting for a better language to arrive. In that context arguing which bad solution…
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Comment #10872009
I started thinking about it, but quite fast decided to roll my own self-contained system. Not because it was an informed decision, but felt more fun :P
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Comment #10871968
Compile times are not a problem in small codebases. Try to compile a 100kloc codebase using templates generously. Even your link times will easily grow over 10 seconds. Maybe even …
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Comment #10871722
Yeah, and what's left is not much of C++. See my post about runtime recompiling for arguments to use C compiler instead of a very limited subset of C++. (References make the type s…
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Comment #10871689
When you drop the semantic silliness of C++, like having the container to take care of constructing, copying, moving, and destructing, not to mention exception safety, a basic impl…
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Comment #10871607
That's partly true. However, you do get rid of the complexity you never wanted in the first place. For me this is OOP, RAII, C++ allocators, exceptions, references, vtables (see my…
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Comment #10871475
It's quite restricted still. For example changing datatypes during recompilation is problematic, at least if you don't destroy the instances before reloading, and re-instantiate af…
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Comment #10871371
Sure, although I don't have a separate server. Explanation here: http://pastebin.com/Nm6Qta4u
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Comment #10870785
There are some arguments to stick with C instead of a very C-like subset of C++. Off the top of my head: - Recompiling and reloading parts of your game at run-time is quite easy in…
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Comment #9856504
From gamedev perspective: Every time I've prototyped something on a GC'd language (java, actionscript, javascript, ..) I soon find myself optimizing memory allocations and not maki…