Pinned Tweet
Profiling & Optimization
Expectation:
-clever algorithms
-SoA
-hand-written SIMD
Reality:
-rewriting totally retarded stuff that makes no sense and either quadratic or exponential
-removing unneccessary abstraction and polymorphism
-adding reserve() / resize()
-removing Log()
Accurate portrayal of avg rust dev skills 😂
Debunking the myth that rust is "just as fast as C"
Readers added context they thought people might want to know
Rust: naive recursive Fibonacci in unoptimized debug build (cargo run). C: Binet formula with -O3. Different algos and opts; not a fair language comparison.
doc.rust-lang.org/cargo/referenc…
nnethercote.github.io/perf-book/buil…
There are two kinds of women:
The ones who scold you for leaving the toilet seat up, and the ones who call you gay for sitting down to pee.
Choose wisely.
They usually don't even solve a real technical problem, just made-up bullshit "architectural"/theoretical problems for mini dopamine spikes (aka masturbation).
Whole modern C++, rust, zig, jai, etc are about this, instead of solving actual fucking problems.
Replying to @nicbarkeragain
I find that people don’t even know what the real problem that they actually have to solve is. They never learned or thought about Requirements Engineering in depth and don’t focus on what is actually required to solve the customer’s actual problem, instead getting distracted by unrelated technical problems that have nothing to do with it.
Wise words. Btw I dont wanna use sw by ppl who thing C is hard to read.
If humans are no longer writing and reviewing code, why the need for high-level languages? why layers over layers of abstraction? why so much complexity?
If the future is AI, the far best option is just C... and #raylib.
github.com/raysan5/raylib
C64 was peak graphics API
racing raster interrupt to do sprite multiplexing is more convenient than setting up fucking vulkan 😂
Got forbid we get rid of bloatware shitpiles like UE
Tim Sweeney, CEO of Epic Games, says the video game industry is going through its worst crash since the 1980s, with experts now calling the situation “Crash 2.0.”
Speaking to Edge, Sweeney pointed to two major problems: the huge cost of making AAA games and the growing demand for hardware from AI companies and data centers.
“It’s an unexpected, severe disruption.”
Sweeney says AI companies and data centers are competing with the entertainment industry for the same components
“So we’re getting the short end of the stick, and the prices of RAM and storage are quadrupling, and not necessarily stopping there.”
He expects the shortage of gaming-related hardware to continue for the next three years
One day, they might improve even more, by putting that convoy on rails, and connecting the trucks together..
😅
For you, the day Simplex graced your runtimes to execute 4-10x faster was the most important day of your life.
Gamedev scene was diluted to the point, I had daily flamewars with retards, about maybe they shouldn't do dynamic allocations, or expose ptrs on their interfaces.
Now in automotive, both are auto-fail by our commit hook, so retards either adopt or leave :D
Life is good.
If only there's a tool where I just hit F5 and the game just funking runs on ps or xbox or android or even a fucking remote linux machine.. and with clang without any cmake retardation..
Replying to @valigo
If you are talking about just building code then maybe. But I use CMake to also process assets, fonts, shaders and copy files out into a build folder so it's ready to ship. Looking at it, I think most of my CMake deals with non-source code. A couple of years ago I tried a few different build systems for this, such as maven, and they all sucked in comparison to CMake for all these tasks and the ease of setting up a custom binary to include as part of the build process.
The last thing gamedev need is more software communism, so every retard will think they can make a game, even on consoles
Then only hire someone who actually can, when they fail TRC
It's already a huge issue with PC (and especially mobile), with a the unoptimizable unreal slop
Microsoft / Sony / Nintendo keeping their console SDKs behind NDAs has been a real issue limiting the sharing of open source work in game dev. I can see the concern with pre-release work leading up to a console launch, but afterwards, just having everything public on the internet makes for a better development experience for everyone. Microsoft, at least, should know better.
Taking up machining as a side hustle is so much fun.
Most machinists take too much pride in their work and chase precision.
I just chase money and don't really care if the product is a fucking joke for anyone who took machining seriously.
Now I know how webdevs feel 😂
if you consider basic bit operations like idx & map "obfuscating", you shouldn't go near C or C++ or any kind of system / perf / embedded / mission critical code.
I assume you piss on your legs when you see a "De Bruijn" bitscan or a Q_rqsrt
Replying to @simplex_fx
So your solution to the performance problem of comparing two numbers and doing a conditional branch that only happens when there is a catastrophic bug is to:
- Double the operations, memory loads, cache lines, code length, memory used;
- force 2^n array sizes;
- obfuscate logic.




















