I like how this is dropped as a fact. Dare to explain why though? Especially vs Docker. NixOS is not even standardized. No guarantees it will not be superseded by some descedant or eg. Guix in a near decade.
296 karma · joined July 16, 2021
I like how this is dropped as a fact. Dare to explain why though? Especially vs Docker. NixOS is not even standardized. No guarantees it will not be superseded by some descedant or eg. Guix in a near decade.
There is also https://warmburnout.com/
super slow on windows
I also think something similar could be implemented for an in-game rig of animated characters. In order to cut off the computation of animations that don't affect the result in any way at an earlier stage — for example, when the character switches weapons. This could make animation code more CPU cache friendly as many conditions could be optimized out.
If I understand correctly, "compilation" is needed only on equipment change. I remember some FPS drop in PoE when changing the gear too.
>in a beautiful mess of about 20k lines of calculations in various files.
And is it actually suitable for realtime? PoB is not a realtime application.
if only by rewriting half of the Godot codebase. With design choices they made, Godot will never be performant enough for RTS/Crown simulation games.
https://github.com/godotengine/godot/issues/101494
>How's the whole DOTS adoption going?
I'm quite impressed to what people build on top of it: https://github.com/Dreaming381/Latios-Framework https://assetstore.unity.com/packages/tools/animation/mesh-a... and many more
I had the same need and found Raylib_cs suit very well for that
As much as I hate Microsoft, I admit they are doing great things for C#
> Industry Standard - Recast powers AI navigation features in Unity, Unreal, Godot, O3DE and countless AAA and indie games and engines
I see the industry is of full double standards :)
Never ever worked for me. Imagine, you actually learned basic Swift and Raylib, now you want "advanced" features in your game like navigation/pathfinding, model loading, ImGui, skeletal animation (those are actually vital for gamedev). You realize that
- Navigation is only ReCast which is pure C++ library,
- ImGui has C++ API as first-class citizen,
- Decent animation with compression is only open-sourced by OzzAnimation which is pure C++ project.
For gamedev interfacing with C is never enough, half of ecosystem is built heavily on C++. Even C++ interop is not enough (see Dlang). Without all those libraries you are bound to make boring 2d platformers.
Same for Zig, Odin, C3 etc.
So fake guru courses mostly
Neither was doing that with other countries they ransacked. The other was pouring enough propaganda at you so that you think it is somehow different.
I don't want to have any sort of undefined behavior
I want to have quick code reload button in the editor
I want to still rely of the engine official documentation with examples like it is with GDScript and C#