Discussion Is re-inventing the wheel worth it?

>you'll make the rounds for it
>you'll get a round of applause for it
>your resume will be more well rounded
>people won't call you a square anymore
>a lot of famous people invent or discover circles, like how Stephen Hawking discovered the black circle o algo
>spherical lyrical miracle individual


More pros than cons
 
I think what you want is learn data oriented design rather than ECS (cancer). I don't think Zig or Rust are good languages right now because they have no libraries, unstable, llvm mess, and long compile times with huge binaries output.

I would say Go is bad because it is garbage collected you'd take performance hits each time it cleans up. You can remedy it by avoiding allocations at run time. For example only allocate/deallocate every time you load/unload a level.

>Is it possible to have a programming language that doesn't suck, easy to read, easy to write, but extremely performative and cross platform?
yes and it's called C [wholesome] , but seriously I'm trying to write a 2d game with C and it's not so bad merely a different approach to C++. Instead of writing `Object.update(world)` I write `update(world, object)`. Regarding reinventing the wheel in C with data structures, I just allocate a 16000 array and I don't need more.
Yeah but C has headers and I find them annoying to deal with. Go looks easier to write and is garbage collected but you still have to deal with like memory pointers and shit. It is a lot easier than c++ albeit, but is fucking picky as shit, requires semi colons after every line and has a go at you if you don't. Also, you are making a 2D game in C, been done before so many times.
 
I've tried reading up about pointers and stuff, can anyone explain to me their purpose?


Why would you use a pointer and not just use the age variable? I don't really get it, other than maybe something like global variables?
According to stack overflow, apparently if you do something like var number = 2; for example if you use the number variable in a function or anywhere else, the variable is copied instead of directly used and thus pointers simply point to where the variable is stored so we can get the variable without copying it. So why not just use pointers for everything? Marge.
 
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I've tried reading up about pointers and stuff, can anyone explain to me their purpose?
primitive types like integers, floats you should pass by value. But larger objects like a class are huge to copy, and you usually want to modify them, so you use a pointer.
So why not just use pointers for everything?
retardGOD
So why not just use pointers for everything?
because it's not necessary and just makes code less readable and more brittle (more chance of null deref and IDF blowing up your computer)
 
primitive types like integers, floats you should pass by value. But larger objects like a class are huge to copy, and you usually want to modify them, so you use a pointer.

retardGOD

because it's not necessary and just makes code less readable and more brittle (more chance of null deref and IDF blowing up your computer)
So just always use pointers for classes and structs then? And also variables with a really high size, like a file loaded as string or something like that?
 
What do you think makes ECS cancer? I mean it seems like cancer to me but I'm a stubborn retard so I'm an unreliable judge
I feel that they add a lot of overhead, to get them working you need to setup groundwork. I prefer to write things as they are. I'd would just have structs/classes with repetitive information then make everything a component.
 
No, trying to change something that already works (even if just barely) almost always ends up backfiring, as we see in the original post.
 
I think what you want is learn data oriented design rather than ECS (cancer). I don't think Zig or Rust are good languages right now because they have no libraries, unstable, llvm mess, and long compile times with huge binaries output.

I would say Go is bad because it is garbage collected you'd take performance hits each time it cleans up. You can remedy it by avoiding allocations at run time. For example only allocate/deallocate every time you load/unload a level.

>Is it possible to have a programming language that doesn't suck, easy to read, easy to write, but extremely performative and cross platform?
yes and it's called C [wholesome] , but seriously I'm trying to write a 2d game with C and it's not so bad merely a different approach to C++. Instead of writing `Object.update(world)` I write `update(world, object)`. Regarding reinventing the wheel in C with data structures, I just allocate a 16000 array and I don't need more.
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