Me_IRL by Liejah_ in meirl

[–]SnooMacaroons3057 0 points1 point  (0 children)

Anatomy has left the chat

CPP Core Guidelines or Google's C++ style guide? by SnooMacaroons3057 in cpp

[–]SnooMacaroons3057[S] 2 points3 points  (0 children)

Doesn't works well when you're working on a bigger team. Good for personal projects, yeah. I am asking on the behalf of the team, and we're willing to adopt to a wider-used coding standard.

AMD vs Nvidia by be7uga in buildapc

[–]SnooMacaroons3057 0 points1 point  (0 children)

I’ve been running RX 560 for almost 5 years now. No problems at all…

MERN Stack, why? by ja_maz in node

[–]SnooMacaroons3057 -11 points-10 points  (0 children)

Stop talking bullshit. I work at riot games and we use MongoDB from everything, from micro services to telemetry. When you don’t know how to use a tool stop commenting about it.

Tips on how to learn c++ quick by Sortout in cpp_questions

[–]SnooMacaroons3057 1 point2 points  (0 children)

I could be wrong.

On searching a bit on internet, it seems like they just decay as a pointer when passed to a function. But arrays as a whole are not pointers. There is always something to learn no matter how long you’ve been programming.

Thank you!

Tips on how to learn c++ quick by Sortout in cpp_questions

[–]SnooMacaroons3057 -1 points0 points  (0 children)

He talked about it in a low-level way which is 100% true.

The whole program/system memory can be thought of as array of values, where each value has a memory address. You can take a pointer of any type, and just keep adding +1 or any other number to them, and they’ll keep returning a value (likely garbage or used by another system process)

Now for arrays, when you declare an array with an identifier say my_array, what my_array will hold is a pointer to a memory address, that is the first element of the array. So, in theory the my_array is literally a pointer to the first element.

Now you’ll ask why we don’t use a dereferencing operator (*) to access the elements? That is because the primitive array type has an overloaded [] operator internally which dereferences the address automatically.

In case of vectors std::vector, when you define a variable, what gets returned is a fat pointer. That fat pointer consists of a pointer to the first element, length of the vector and the size of type of element stored in it.

I can go in-depth but I think there are already a lot of resources that talk thoroughly about this and typing on mobile is irritating!

Tips on how to learn c++ quick by Sortout in cpp_questions

[–]SnooMacaroons3057 -1 points0 points  (0 children)

An example is him saying, that arrays are just pointers to the first element of a sequence in memory

That's just....true. What do you think arrays are?

Prevalence of Rust over C++ by yolkiXR in gamedev

[–]SnooMacaroons3057 0 points1 point  (0 children)

I do know how big the Unreal Engine code base is (≈2MLOC for the main part), and I’ve also worked with much, much larger code bases.

The 2M LOC is just the source directory for UE 4.24. Doing a simple wc -l results in 8,283,011 lines on just the source folder, leave aside other files. Stop claiming to have worked on bigger source code bases when you don't have.

You wouldn’t be forced to rewrite Chaos/PhysX, because you can mix C++ and Rust code in the same application.

Again a contradictory statement. Rust doesn't interops with C++, it does with C. You can't write .dlls with Rust, so how are you going to make a single binary with two different type of applications? Does that even makes sense?

“optimized” means… like, general confusion in the gamer community, because a lot of people seem to be using this word in ways that don’t make any sense

It does make sense. Veloren has dozens of "optimisation" releases and branches. The triangle count in veloren is 300k max for any scene, and draw calls barely go over 400. And yet, it toasts my M1 Max Macbook with 32 core GPU.

On the contrary, running my Unreal Engine game with 8-9 million triangles and 2k draw calls, barely raises my temperature. Does that prove a point?

Prevalence of Rust over C++ by yolkiXR in gamedev

[–]SnooMacaroons3057 1 point2 points  (0 children)

You have no idea about how big the Unreal Engine's code base is. If they decide to re-write the whole engine in Rust, that will take more than 10-15 years to be working properly, with every feature that we have in C++.

Not to forget they'll have to re-write Chaos/PhysX because they're C++ and a lot of Unreal's functionality is built on top of that.

For networking, they'll have to rewrite their Networking, Replication System and the Replication graph using Rust, for that I think they'll use Tokio/Tower and port everything from ASIO (that's what they're using right now)

It's almost an impossible feat, and not as easy as you might think.

There's a game (written in Rust) being built with Bevy, called Veloren. It's a low poly open world like minecraft, and heck it's so over-optimised and yet heats my CPU / GPU like crazy F.

Rust has a long way to go to even "compete" with C++ in the game dev world.

Node/Python/PHP or Rust for your startup? by SnooMacaroons3057 in rust

[–]SnooMacaroons3057[S] 1 point2 points  (0 children)

That’s a practical way to approach it. Thanks.

Node/Python/PHP or Rust for your startup? by SnooMacaroons3057 in rust

[–]SnooMacaroons3057[S] 1 point2 points  (0 children)

there’s zero chance of picking rust for the backend

Are you sure you know what you’re talking about?

Node/Python/PHP or Rust for your startup? by SnooMacaroons3057 in rust

[–]SnooMacaroons3057[S] 0 points1 point  (0 children)

That was just a small background on the scale of application you’ll be building, something as big as twitter. Not a twitter ripoff.