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2 of the linked references have full implementations of very similar things, with some shared references.

Is there something here which godot is enabling which wasn't previously possible? It seems to be entirely GPU compute workload with particles which are available as part of all mature rendering engines


Godot itself is open source, which I think has brought a strong community of people to it. My mega-big-ultra project I've been working on since 2013 would be nowhere near as close to where it is now (close to launching crowdfunding/alpha) if I hadn't transitioned to Godot! (I was fighting the UE4 system from the days when it was $20/mo, we linux people really got dealt dirty by Tim Sweeny, with lots of empty promises for linux support)


I'm not one to jump infront of a bus for the big company, but the "testing" being reported on here is so incredibly lacking.

- Single proof via a single device on a single OS version from a single API response.

- Claim on the latest version it is doing the same, but can't prove it. Just that requests are being sent when you interact with the application(ok?)

...And that's it.

I don't know the state of the jailbreaking scene, but a quick search seems to indicate that throughout 14.X and 15.X could have been checked, but they haven't. Would happily take this more seriously when reporting of issues is more sufficent. (or others proving more proof)


The problem with Godot is still it's age, and the lack of proven projects which many people are working on at once.

Myself and plenty of others at small or above size studios would have to make a huge leap into Godot and hope you don't run into any scaling issues. Not just from a project point of view, but integration on the artistic side.

LTS versions of Unity despite the known "un-fun" of it, are stable in a sense. Godot is moving fast, that isn't always a good thing for stability.

I'd love to jump on the new shiny and fun engine! But having to make the definitive choice for a company to make their next project in? Unfortunately just isn't there yet. "It's fun as a dev" just isn't a compelling argument for literally everyone else who isn't the engineer, compared to the number of all size studio pumping out Unity projects(Some even being successful!).


Do you think Blender overcame this challenge, or is it still a sticking point in the VFX industry? I know they're at very different levels of maturity but I'm curious if the open projects ended up helping with ironing out these kinks.


Blender was already a well-developed product before it was bought collectively (crowdsourced) and made a Free Software project.


Remember when fun and popular games were made by very small teams taking a chance? There was a particular whimsiness about them that I miss.


Those teams still exist but now they get drowned out by the enormous number of new games that poor into the space month after month.


Server mode is much less likely to incur GC. Were you causing enough memory usage to force your app to actually free memory?

It will intentionally use more memory for the sake of throughput, hence why this post has all .NET program flag for it, as it's a _speed_ benchmark primarily.


I cant say for certain, but I'm pretty sure I manually GC'ed as a test and it didn't seem to help. Its been a while and the C# ended up being a temporary approach until I saw how much less memory the golang version used.

They performed almost equivalently for RPS I believe.


> ...This is meant for new software engineers...

Do these big companies really need so many developers that only know how to use this long list of 'fundamentals'?

I've interviewed a lot of people of all ranges, ages and skews. No matter what, when it comes down to sitting down with them and asking them to write out a simple program without any technicalities, 9/10 of them fail due to clearly not spending enough time just making things.

Are these big companies _really_ hiring juniors with this as their laundry list?

> ...Write code on a whiteboard or paper, not a computer. Test with some sample inputs. Then test it out on a computer....

A junior to me who has spent a year banging away making real failing programs and can talk about what and where they struggled with is useful to me(and the company).

A junior who hasn't built a single project, but can tell me about the one time they spent 4 months writing data structures on white boards is little more then a warm, but dead silent body in a design meeting.


I think the whiteboard advice is for being comfortable in interviews.


Google expects you to write production ready code in a Google Doc for two Leetcode hard problems in 40 minutes.


If you replace 'developer' with plenty of other job roles, then everything here still applies.

There is /no/ job that allow you to ignore all risks a business has like a hobby does. That is the difference here.

>If I won the lottery would I still code? I would, but it would not be like work. It would be projects I enjoyed. And it would be fewer hours. >I took the developer job because the medical bills piled up

You want it to be a enjoyable job with lower hours, but you don't want deal with hardship that comes with it? You can't have it both ways.


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