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Vapourware Codexian Game Development Thread

RobotSquirrel

Arcane
Developer
Joined
Aug 9, 2020
Messages
2,320
Location
Adelaide
Choose your poison as you like, and if you choose wrong
Coding tribalism to me never made any sense. You pick what you understand and what works for you. That's how I've always approached it. C is working for me so I'll stick to C, even though I was formally trained in C++. But I'm a tech artist so writing render code is very new to me as such C made more sense for my needs. If I run into any issues, I can always port it later. Its not that big of a deal. I'm having a lot of fun learning though so that's all that matters and the results speak for themselves.
 

Azdul

Magister
Joined
Nov 3, 2011
Messages
3,821
Location
Langley, Virginia
Choose your poison as you like, and if you choose wrong
Coding tribalism to me never made any sense. You pick what you understand and what works for you. That's how I've always approached it. C is working for me so I'll stick to C, even though I was formally trained in C++. But I'm a tech artist so writing render code is very new to me as such C made more sense for my needs. If I run into any issues, I can always port it later. Its not that big of a deal. I'm having a lot of fun learning though so that's all that matters and the results speak for themselves.
I code in C when it makes sense - network card drivers, DSP, HLSL.

When you are writing anything resembing butterfly algorithm of fast Fourier transform, C compilers on DSP will make marvellous job of parallelization. Three cores = 3x performance, Amdhal's law be damned. If your GPU has 100 execution units, and your HLSL algorithm makes sense - enjoy the 100x performance you deserve.

However, C will struggle on 8-bit. Language just expects hundreds of kB of addressing space, and will happily add multiple kB of unnecessary bloat. Dennis Ritchie and Brian Kernighan would tell you:
images


I'm afraid the same is true on modern machines. Pure C language cannot understand that fancy-pants, theoretical concepts from late 70's that at the time could be reasonably implemented only on future machines that Alexander Stepanov could only dream about while working in Soviet Union. Decades later, some of his ideas actually make sense in the real world.
 

Zanzoken

Arcane
Joined
Dec 16, 2014
Messages
4,155
Tavernking This game reminded me of yours. Might be a thing or two you can take from it and incorporate into your game's presentation.

 

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