2,544 karma · joined January 7, 2013
Used to be a demoscener: http://www.pouet.net/user.php?who=171&show=credits
I prefer Java's more thoughtful approach to introducing new features.
I assume there is going to be some kind of test harness that allows developers to check their workflows.
In that period 3d accelerators were basically capable of running Quake and not much else. Traditional demo effects that relied on reading the backbuffer (even to just do some basic postprocessing) were either unavailable or had to have bespoke implementations per card. There were no shaders to speak of, and so on.
For me that really killed demoscene innovation for a while, and a lot of demos basically consisted of a bunch of alpha-blended layers for a while.
Nowadays, though, I'd say the scene is probably doing pretty well even though it's arguably even more niche than it used to be. Oh well.
I mean, the movie isn't about the broad topic of the nuclear arms race, it explicitly makes the choice not to show the bombing of Japan, there are many things it consciously leaves out. It's not a documentary, it's explicitly very subjective.
For instance, my UI contains a node graph. Since I was using Electron I could simply use react-flow [0]. As part of my research I also implemented node graphs in both imgui and Qt and, while certainly possible, it is a lot of work to get all the interaction nuances right.
The main drawback of using Electron was having to do a lot of interop work, of course, but as long as I was mostly working on the UI side I had all the benefits of hot reloading, existing design systems to pick and choose (I ultimately picked Mantine [1]), etc.
I'm happy to see that Xilem is not blindly copying JS/Swift ideas (or 'adapting' them, as Raph says :)) but applying them in a way that feels very Rust native. They've been experimenting a lot the last few years and I really hope we're finally getting to that point where we go beyond experiments and into something useable!
edit: gp, not p
Basically you'd write your algorithms in C++ but instead of using the built-in types like int or float you'd use custom types that had all of their operators overloaded. Your code would look pretty similar to what you'd have before (modulo the type definitions) but when compiled your algorithm would turn into an incredibly inscrutable state machine where some parts of the state machine would come from some kind of protection dongle. Pretty effective.
I really enjoy writing Rust but I feel like a lot of things related to async just don't map very cleanly to the rest of the language. Apart from the complicated type shenanigans in this post there are a lot of gotchas with async that result in panics at runtime instead of compilation errors. Basically, I don't feel like Rust has my back when I'm writing async code.
Disclaimer: I am not a language designer so I have no clear idea how this could be solved, and I appreciate it's a very difficult problem!
I might add support for it in the Subsonic server I wrote (mostly for personal use). https://github.com/datatrash/beatlocker