Post 2400200 by silverweed@mastodon.gamedev.place
(DIR) More posts by silverweed@mastodon.gamedev.place
(DIR) Post #2378160 by aras@mastodon.gamedev.place
2018-12-28T21:11:22Z
1 likes, 2 repeats
So I wrote a rant about C++ http://aras-p.info/blog/2018/12/28/Modern-C-Lamentations/
(DIR) Post #2379598 by jakob@mastodon.gamedev.place
2018-12-28T22:09:32Z
0 likes, 0 repeats
@aras - thx. but boost.asio - wtf. I couldn't read past that.
(DIR) Post #2380518 by Doomed_Daniel@mastodon.technology
2018-12-28T22:47:02Z
0 likes, 0 repeats
@aras the runtime performance of the C# versions would be an interesting addition :)
(DIR) Post #2392245 by digilicious@mastodon.at
2018-12-29T07:19:33Z
0 likes, 0 repeats
@aras Sent idea about your rant via email
(DIR) Post #2397101 by shakesoda@mastodon.social
2018-12-29T11:52:25Z
0 likes, 0 repeats
@aras this all hits the nail right on the head with major issues I've got with C++, although I have to say I've had a much harder time articulating it. I'm constantly running into these arcane solutions people have come up with, thinking "does nobody value simplicity? how on earth does this even work?"
(DIR) Post #2400200 by silverweed@mastodon.gamedev.place
2018-12-29T14:22:34Z
0 likes, 0 repeats
@aras I'm part of those who believe C++ is beyond salvation. I can see why it is how it is, and I'm not so naive to think we're leaving it behind anytime soon, but I really hope more and more people start realizing we should do our best to move to a newer, less cluttered language. Maybe Jai will never be a popular language, but heck it looks so promising to me, and I'm really looking forward to trying it when it's released.
(DIR) Post #2407452 by Charon@mastodon.gamedev.place
2018-12-29T18:57:48Z
0 likes, 0 repeats
@aras thx for your article. I agree with almost most of it.For some time now there exists SG14 (the GameDev & low latency ISO C++ working group). But I don't know if they were able to change anything yet.
(DIR) Post #2412132 by norado@mastodon.gamedev.place
2018-12-29T21:37:00Z
0 likes, 0 repeats
@aras Thanks for that blogpost, it really sums up a lot of problems, with some actual stats from somebody who actually has to deal with this professionallyAlso congrats on the nice guitar, I liked the tokais I played :)I dont know how long/much you play, but I found that changing pickups really make a huge difference, making a lot of cheaper guitars easily sound as good or better than the ungodly expensive lawyer things :)
(DIR) Post #2457389 by lidar@mastodon.social
2018-12-31T04:12:37Z
0 likes, 0 repeats
@aras nice post, i agree with almost all of it. at my workplace, i'm one of the only people advocating for more templatey-C++ style stuff, and even I found that Niebler's post quite hard to read. most of my colleagues are quite jaded/fed up with any kind of C++ that does too much 'magic' because it almost fails in unexpected ways.build times are super-important too; recently i was asked to work on a project that involved repeatedly re-compiling boost, and was an awful experience all round
(DIR) Post #2727560 by isidor@mastodon.gamedev.place
2019-01-05T16:36:03Z
0 likes, 0 repeats
@jakob @aras What's the problem with boost::asio, or what would you consider as a good alternative?
(DIR) Post #2727561 by jakob@mastodon.gamedev.place
2019-01-06T18:07:07Z
0 likes, 0 repeats
@isidor @aras I can only speculate what Unity is using asio for - but in my experience anything boost is overly expensive in terms of code complexity, lines of code and compile time.
(DIR) Post #2727562 by aras@mastodon.gamedev.place
2019-01-07T06:53:35Z
0 likes, 0 repeats
@jakob @isidor Right. I think it's used for inter-process communication stuff for the new/future asset pipeline code. I'd say that's overkill.Case in point: just try to include asio.h in godbolt.org (not even do anything with it; just include). It times out. Compile times are important!