Article reply “Godot is not the new Unity” from Juan Linietsky (BDFL of Godot)
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Re: Article reply “Godot is not the new Unity” from Juan Linietsky (BDFL of Godot)
#2Re: Article reply “Godot is not the new Unity” from Juan Linietsky (BDFL of Godot)
#3I feel like this entirely disregards the caching costs of using >2x more memory in some cases, speed of float32 vs float64 operations on CPU, and potential CPU GPU memory transfers.
EDIT: Nvm disregard this comment, I just noticed the existence of: PackedByteArray, PackedInt32Array, PackedInt64Array, PackedFloatArray, PackedDoubleArray
Anything set of numbers needed by the GPU or big enough to affect the cache will probably use those arrays.
Re: Article reply “Godot is not the new Unity” from Juan Linietsky (BDFL of Godot)
#4> Additionally, modern processors all have at minimum 64 bit buses, so exposing anything other than 64 bit scalar types makes no sense. I feel like this entirely disregards the caching costs of using >2x more memory in some cases, speed of float32 vs float64 operations on CPU, and potential CPU GPU memory transfers. EDIT: Nvm disregard this comment, I just noticed the existence of: PackedByteArray, PackedInt32Array,…
Re: Article reply “Godot is not the new Unity” from Juan Linietsky (BDFL of Godot)
#5Re: Article reply “Godot is not the new Unity” from Juan Linietsky (BDFL of Godot)
#6> Additionally, modern processors all have at minimum 64 bit buses, so exposing anything other than 64 bit scalar types makes no sense. I feel like this entirely disregards the caching costs of using >2x more memory in some cases, speed of float32 vs float64 operations on CPU, and potential CPU GPU memory transfers. EDIT: Nvm disregard this comment, I just noticed the existence of: PackedByteArray, PackedInt32Array,…
I’m a fan of making everything 64bit from an api level, but sometimes you have to work with the right type for the architecture.
Re: Article reply “Godot is not the new Unity” from Juan Linietsky (BDFL of Godot)
#7> Additionally, modern processors all have at minimum 64 bit buses, so exposing anything other than 64 bit scalar types makes no sense. I feel like this entirely disregards the caching costs of using >2x more memory in some cases, speed of float32 vs float64 operations on CPU, and potential CPU GPU memory transfers. EDIT: Nvm disregard this comment, I just noticed the existence of: PackedByteArray, PackedInt32Array,…
In the context of function parameters at the edge of C# and c++ I don't think it will ever amount to a large amount of memory being wasted. The cache point may be relevant, but generally if you are calling into C++ in tight loops from your scripting language in a game you have already screwed up. So maybe not so bad.
How do you figure? Are you saying there should be no tight loops that hit engine code, none that live in the C#/scripting lifecycle or all tight loops should be rewritten in C++?
The elephant in the room, Unity, cross compiles the C# to C++ which makes this blanket statement about all games even more confusing to me.
Re: Article reply “Godot is not the new Unity” from Juan Linietsky (BDFL of Godot)
#8> Additionally, modern processors all have at minimum 64 bit buses, so exposing anything other than 64 bit scalar types makes no sense. I feel like this entirely disregards the caching costs of using >2x more memory in some cases, speed of float32 vs float64 operations on CPU, and potential CPU GPU memory transfers. EDIT: Nvm disregard this comment, I just noticed the existence of: PackedByteArray, PackedInt32Array,…
Re: Article reply “Godot is not the new Unity” from Juan Linietsky (BDFL of Godot)
#9I'm not sure I would have been so generous to the author of the article this is in reply to. But I suppose that's a skill of a successful open source leader -- to turn interactions with critics into productive discussions rather than arguments, and perhaps even turn the critics into supporters.
It seems to have been that author who chose the FUD-ful title "Godot is not the new Unity". I guess there are times in life where you face a choice: be fair, reasonable, and intelligent, or... just try to get them clicks.
Well, that article got a lot of click. Good job?
Re: Article reply “Godot is not the new Unity” from Juan Linietsky (BDFL of Godot)
#10> Additionally, modern processors all have at minimum 64 bit buses, so exposing anything other than 64 bit scalar types makes no sense. I feel like this entirely disregards the caching costs of using >2x more memory in some cases, speed of float32 vs float64 operations on CPU, and potential CPU GPU memory transfers. EDIT: Nvm disregard this comment, I just noticed the existence of: PackedByteArray, PackedInt32Array,…
In the context of function parameters at the edge of C# and c++ I don't think it will ever amount to a large amount of memory being wasted. The cache point may be relevant, but generally if you are calling into C++ in tight loops from your scripting language in a game you have already screwed up. So maybe not so bad.
Here's a good example (look, there I am!), although it's a bit old and actually led to perf improvement: