Garbage collector FAQ isn't necessarily reassuring, since it seems to say "go through the same hoops other GC gaming platforms push you through". Obligatory Rust gaming comment goes here.
I never read it like that at all. To me it says be mindful when allocating memory. This is no more effort than having to manually allocate and free memory, but also has the convenience and safety of a GC to fall back on.
Azul3D – A 3D game engine written in Go
11–20 of 46 posts
Re: Azul3D – A 3D game engine written in Go
#12"No, and it likely never will. Azul3D is for programmers and doesn't provide GUI-editors." So, you write your levels using a text editor? That's not for programmers, that's for people who hate themselves.
Re: Azul3D – A 3D game engine written in Go
#13"No, and it likely never will. Azul3D is for programmers and doesn't provide GUI-editors." So, you write your levels using a text editor? That's not for programmers, that's for people who hate themselves.
I laughed.
In my experience, building games have meant building tools to fit exactly what your game needs, on top of the engine. There are sets of engines + middleware that handle all of that, but it doesn't seem that this projects is aiming for that (which is normal, see Irrlicht3D, OGRE, etc.)
Re: Azul3D – A 3D game engine written in Go
#14Earlier quoted context omitted.
I never read it like that at all. To me it says be mindful when allocating memory. This is no more effort than having to manually allocate and free memory, but also has the convenience and safety of a GC to fall back on.
If I'm going to have to be mindful of the GC I'd rather just avoid a GC language altogether. An abstraction you have to be obsessively mindful of is worse than no abstraction at all.
When you write code you need to care about your allocations, whether you have a GC or not.
When you write code without a GC you need to be mindful of freeing memory. With a GC you do not.
So the GC relieves part of the burden of memory management, and that part is often the hardest part (particularly in concurrent systems).
Re: Azul3D – A 3D game engine written in Go
#15Earlier quoted context omitted.
I never read it like that at all. To me it says be mindful when allocating memory. This is no more effort than having to manually allocate and free memory, but also has the convenience and safety of a GC to fall back on.
If I'm going to have to be mindful of the GC I'd rather just avoid a GC language altogether. An abstraction you have to be obsessively mindful of is worse than no abstraction at all.
Re: Azul3D – A 3D game engine written in Go
#16No screenshots of the game at all?
This is a rabbithole many devs fall into--and I've been there myself.
Re: Azul3D – A 3D game engine written in Go
#17Re: Azul3D – A 3D game engine written in Go
#18Is anyone else having issues getting it to compile in OSX?
Re: Azul3D – A 3D game engine written in Go
#19What's with the package versioning? http://azul3d.org/doc/versioning.html#development-versions v1 (latest version) import "azul3d.org/audio.v1" v0 (in development) import "azul3d.org/audio.v0" Is this normal for go packages?
It's not normal, but package versioning in go is broken, so people invent their own workarounds