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Game and Unity Asset developer from Austria. I made Tile Composer and the DirectX 11 Grass Shader for Unity.
@acegikmo I did that in a small side project once and I think catenaries don't have a closed form solution, right? How are you approximating the solution?
@AngryAnt @djlink I see. Still seems like something thr JIT compiler should be able to optimize, but I guess that could be context dependent.
@djlink but... Vector3 is a struct, so it should be allocated on the stack and not make a difference because the values are just overweritten anyways?
I'd really try benchmarking those two, I'd bet there's no difference.
@AmicableAnimal well this is went very conclusive 🤔

@thefuntastic @rottame I feel the urge to try to build your own. I've been playing with that thought for a while. But I know I wouldn't be getting anything else done anymore.

And I hope you're right, I'd love to see other borrow checked languages.

I'm sure there's still a lot of progress to be made in all kinds of programming languages, including visual.

@forgottenworkshop I love the sound design! The atmosphere in your game seems great.

@rottame @thefuntastic Yes, that's definitely true. Visual scripting languages are great for abstracting away technical details like that. Maybe we need a visual scripting language inspired by Rust. Not the borrow checker of course, but Options, Results, matching, static typing in general, one that doesn't allow things that would cause errors. Or at least less of them.

It would be difficult to design without being confusing, but runtime errors can be quite confusing as well.

@rottame @thefuntastic I think it might actually be a framework problem. Rust is (relatively) easy to use, as long as you don't have to think about architecture. Maybe we just haven't found an architecture that's easy enough to work with as somebody with less experience.

@rottame @thefuntastic Rust surprisingly adds a lot of accessibility as well. By having a powerful typechecker is makes it impossible to do a lot of typical errors, like null references, results, using objects that aren't initialized yet, etc.
In a perfect future, I'd like a scripting language that has Rusts type checker, but is easier to use in practice. Or maybe just Rust, with some guidlines to write code that's fast to iterate on.

I think finding a balance will be hard.

@rottame @thefuntastic I definitely agree.
As a huge fan of rust another problem along the same lines are compile times. You have to actively maintain Rust projects to keep them low. Also having short compile times is always in direct opposition to runtime performance, or simply harder to do (trait object constraints).

I know that I'm part of the problem by avoiding dynamic calls from the start, but that simply doesn't exist in languages like C#, where performance is still good enough.