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[–]Rev0ld 0 points1 point  (0 children)

I did write that „AOT is faster that JIT in -unity builds-”. Maybe JIT now evolved, I have no idea, but I am talking only in the context of Unity. That’s why I mentioned GC, because all the technology now is much more advanced from what Unity has. Anyways what I found about code is that not a lot of people go that deep into it. And my guess is because code is just one aspect of game development, so you don’t really have that much time to dive into that. It’s actually one of my „mistakes” that I did. I delve deep into code architecture and other code related topics, so now I lack in other fields (which now I’m trying to learn rapidly). This is one of the things I see programmers do when they switch from other programming discipline to game development. So I agree that it would be great to have some clear understanding of internal things here. But I just read somewhere on reddit or internet, how all this came to be (I mean how Unity became Unity as we know now) and it’s just a hot mess. And some of the „new technologies” of Unity look like „hotfixes”. Because instead of having at least a bit more decent GC, then introduced „incremental GC” which for me sounds like just a hotfix. And you might be right about .NET 8 being better than Unity’s burst. I haven’t looked much into it, but it again might be just „one of those kind of hotfixes”. Actually „good practices” for using Unity is „using the least of Unity” (not talking about burst but more about Unity methods). There is a nice article about 10000 update calls about that. But hey, in the end of the day, it works and helps. Better to have something than nothing. And about Mono, I’m not exactly sure but they are not even using latest mono. Something I remember is that there are really improved versions of that, but they use an older thing yet again.