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dkrikun

71 karma · joined June 23, 2017

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dkrikun··on The Hardest Program I've Ever Written (2015)
I hope we can have a library for this kind of formatting so each new $hotlanguage can have $hotlanguagefmt easily..
dkrikun··on Shell Style Guide
That's because Python is not a scripting language. Dynamic is not scripting.
dkrikun··on Shell Style Guide
Dunno, why do "scripting", it's a rather clean oop language. For scripting use bash or perl maybe.
dkrikun··on Shell Style Guide
"That it's not Haskell" -- gold
dkrikun··on Python 3.7’s new builtin breakpoint – a quick tour
Is `pdb.set_trace()` is how the breakpoints are implemented in Visual Studio?
dkrikun··on C++17 constexpr everything, or as much as the compiler can
I personally do not understand the buzz around constexpr etc. All the real buziness is happening at runtime anyway and compilers already optimize code quite decently. The extra maintenance burden just doesn't pays off.
dkrikun··on Death to C, ++
What about clean syntax, simple straight forward language?
dkrikun··on Death to C, ++
I have been doing C++ for most of my professional life. There is nothing simple about it. Also there is no standard way to use vector instructions or cache control. Everything else is terribly complicated with templates and rvalues/xvalues.
dkrikun··on Death to C, ++
1. C is simple,elegant but not-so-productive, not-so-modern and, for sure, very very unsafe. Oldskool hardcore, trust the programmer, quake language.

2. Modern C++ is so zero-overhead template and otherwise compile-time obsessed language. Yes it can be productive, somewhat safer than C, but the language is so terribly complicated, that it really misses the point imo.

3. Rust is modern low-level language with safety agenda and zero-overhead abstractions. The type system is still hard to master. Guess this one fits low-level system programming very well.

4. We really need a low-level productive modern language with just a 'convenience' level of safety, but high degree of control over low level performance: simd, alignment, atomics, cache levels etc.

dkrikun··on Ask HN: Gamedev/3d gfx programming language
OpenGL/Vulkan are not programmingd languages (though they can be accessed from C, C++, Rust etc.)

C is great but, in my opinion, is not productive enough.

Rust is strongly geared towards safety, which is great in general, but is surely not a 1st priority in gamedev (you often have a perfectly "safe", as in memory-safe and thread-safe code which fails to render 3d graphics correctly).

This leaves us with C++, which is indeed performant, arguably productive and has a benefit that there is a vast amount of libraries that are already written in it.

However, C++ is horribly complicated general-purpose language with quite a legacy bag.

What I'm saying is that one could imagine (and design) a language aimed at gamedev which will be simpler, nonetheless performant and have productivity features specific for gamedev/gfx.

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