i'm not minding writing You Have Died in C but it really requires a lot of discipline to make sure everything you do is error checked, even if it's just an assert

fortunately i'd gotten used to writing code very defensively anyway even in C# cause crashing is just about the worst thing you can do, but still. it's a lot

@eniko I just want to note that I find it funny that you're doing a blobber in pure C because that's what I've been working on, too 😀

I've found the game code to be pretty straightforward and generally not very error-prone in C, but that may be because of choices I made with how structuring most of it (as few pointers exposed as possible) and the game still being very very simple. The editor/tools code on the other hand is a goddamn nightmare in C, even with things like the new defer statement.

@seanmiddleditch yeah i find if you try to avoid pointers/malloc as much as possible game code is quite amenable to C

but yeah i wouldn't wanna write tools in it. i can barely tolerate writing the code to load bespoke formats that i crafted to make them easier to load >_>

@eniko "But have you tried making an Arena Allocatorâ„¢?"

Said the Odin programmer quietly

@NullTheFool not in C, but i made them in C# >_> https://github.com/Enichan/Arenas
GitHub - Enichan/Arenas: Unmanaged arena memory allocators for C#/CSharp with easy interactions between managed and unmanaged references

Unmanaged arena memory allocators for C#/CSharp with easy interactions between managed and unmanaged references - Enichan/Arenas

GitHub
@eniko Thanks, I was just looking for this lmao