bengarney
Joined 15 years ago
Joined 15 years ago
That risk/QA load can be worth it, but is not always. For an OS, it helps to be able to upgrade SSL (for instance).
In my use cases, all this is a strong net negative. npm-base projects randomly break when new "compatible" version of libraries install for new devs. C/C++ projects don't build because of include/lib path issues or lack of installation of some specific version or who knows what.
If I need you to install the SDL 2.3.whatever libraries exactly, or use react 16.8.whatever to be sure the app runs, what's the point of using a complex system that will almost certainly ensure you have the wrong version? Just check it in, either by an explicit version or by committing the library's code and building it yourself.
My argument isn't that C# is bad or performance is unachievable. It's that the mental overhead to write something that has consistent, high performance in C/C++ is very low. In other words, for the amount of mental effort, knowledge, and iteration it takes to write something fast + maintainable in C#, would I be better served by just writing it in C/C++?
The linked assembly is almost certainly non-optimal; compare to -O3 of the C version: https://godbolt.org/z/f5qKhrq1G - I automatically get SIMD usage and many other optimizations.
You can certainly make the argument that if X, Y, Z is done, your thing would be fast/faster. But that's exactly my argument. I don't want to do X, Y, Z to get good results if I don't have to (`return ref Unsafe.Add(ref MemoryMarshal.GetArrayDataReference(array), (nuint)index);` and using/not using `[MethodImpl(MethodImplOptions.AggressiveOptimization)]` are non-trivial mental overhead!).
I want to write `foo.bar` and get good, alloc free, optimized results... and more importantly, results that behave the same everywhere I deploy them, not dependent on language version, JIT specifics, etc.
If I was operating in a domain where I could not ever take the C/C++ path, these features of C# are of course very welcome. And in general more power/expressiveness is very good. But circling back, I wonder if my energy is better spent doing a C version than contorting C# to do what I want.
I will predict the future: you will pull up the JIT assembly output to make the case that they output similarly performant assembly on your preferred platform, and that you just have to do X to make sure that the code behaves that way.
But my problem is that we are invoking the JIT in the conversation at all. The mental model for any code like this inevitably involves a big complex set of interacting systems and assumptions. Failure to respect them results in crashes or unexpected performance roadblocks.
C# _can_ do this! But I face many abstractions: special perf APIs, C#, IL, asm. Outcomes will vary with language version, runtime version, platform, IL2CPP/Burst/Mono/dotnet. But C/C++ has one layer of abstraction (the compiler), and it's locked in once I compile it.
I want to do the thing as exactly and consistently as possible in the simplest way possible!
A build environment that compiles .cpp alongside .cs (no automatic bindings, just compilation) would be so nice for this.
----
Example of what I mean regarding abstractions:
void addBatch(int *a, int *b, int count)
{
for(int i=0; i<count; i++)
a[i] += b[i];
}
versus: [MethodImpl(MethodImplOptions.AggressiveOptimization)]
public static void AddBatch(int[] a, int[] b, int count)
{
ref int ra = ref MemoryMarshal.GetArrayDataReference(a);
ref int rb = ref MemoryMarshal.GetArrayDataReference(b);
for (nint i = 0, n = (nint)count; i < n; i++)
Unsafe.Add(ref ra, i) += Unsafe.Add(ref rb, i);
}
(This is obviously a contrived example, my point is to show the kinds of idioms at play.)We got the team back together and did a spiritual successor, Marble It Up!. If you are still enjoying the original I’d recommend checking it out (on consoles and Steam).
A skybox with depth is only marginally better than a skybox for any sort of 3d experience. Using the depth for occlusion would be kind of cool.
If you actually have a million of something you're better off writing a custom manager thing to handle the bulk of the work anyway. For instance, if you're doing a brick building game where users might place a million bricks - maybe you want each brick to be an Actor for certain use cases, but you'd want to centralize all the collision, rendering, update logic. (This is what I did on a project with this exact use case and it worked nicely.)
I can think of a specific example where someone with experience and strong qualifications pushed for a higher salary - which I agreed to - then struggled with the role and ended up not sticking around. In another instance, someone had lower qualifications and experience, but also negotiated hardest out of their hiring cohort - same outcome, plus they weren't a great fit personality wise.
Meanwhile, I can think of several other people who cross-trained from their initial non-technical careers at the local community college, came in with low experience, didn't negotiate aggressively (although did stand up for themselves)... They've done great work (and grown substantially and been good to work with) over the long term, and seem to enjoy working for me enough that a few who left for other jobs were interested in being hired again later on.
Negotiating employment terms is the first task you complete at a new job. It is a good predictor. If it leaves a bad taste in the mouth for either side, it's not a good sign of things to come...
If the author drops an amazing generative text-to-sim system on top of this... THAT is impressive - but effectively orthogonal to what's there - so I'm withholding excitement for now.
Take the time to read over the repo. It is not revolutionary. It is an integration of a bunch of third party packages (which are largely C/C++ libraries with Python wrappers, not "pure python"!). The stuff unique to Genesis is adequate implementations of well-known techniques, or integration code.
The backflip is awesome but plausibly explained by the third party RL library, and they include an example program which... runs a third party library to do just this.
The performance numbers are so far beyond real world numbers as to be incoherent. If you redefine what all the words mean, then the claims are not comparable to existing claims using the same words. 43 million FPS means, if my math is right, you are spending 70 clocks per frame on a 3ghz processor. On a 4080 you would have ~500k clocks in the same period, but that implies 100% utilization with zero overhead from Amdahl's law. (Also, Hi, Erwin, maybe you think these claims are 100% realistic for meaningful workloads in which case I'll gladly eat crow since I have a huge amount of respect for Bullet!)
I can only judge what's released now, not a theoretical future release, and what's here now is something a really good developer could bang out in a couple of months. The USP is the really good spin around the idea that it's uniquely suited for AI to produce beyond-SOTA results.
I have slightly longer form thoughts: https://x.com/bengarney/status/1869803238389887016
It evaluates streams against a database of 100 or so "quirks" that identify either general issues or issues that will only manifest on certain player libraries. For instance, specific "in spec" encodings which are actually non-standard in practice get flagged.
Built on TypeScript/node/Docker over the course of maybe 18 months. Used it fairly often when I was working in the space, not at all these days. Originally the plan was to license it as an enterprise vid tool.
(I've been considering open-sourcing it - would YOU use it if so?)
I need an experienced Unity graphics specialist to reboot a beloved and unique simulation game IP as part of a small dedicated team. You are comfortable writing terrain, foliage, atmospherics, volumetrics, particle system from scratch, along with more typical URP/SRP dark arts + fell workings. You are OK with an opinionated codebase that largely sidesteps standard Unity stuff.
Apply by: e-mailing me at (my first name) at theengine.co