From what I understood, their critique of RAII is twofold: coupling of allocation and initialisation, and enforcement of deallocation. The ease of use of smart pointers makes it tempting to allocate/free of temporary structures even within one single function. Given enough number of such occurrences, it kills performance by a thousand cuts. Also I remember they mentioned it’s not necessary to free memory if you’re about to close your program, because the OS will take the memory back. Obviously you need to gracefully deinitialise some things, like audio or other devices, but that’s beyond the discussion.
As on some references, Ryan Fleury did an episode on Wookash podcast on RAD debugger showing ECS like approach.
IMO, their RAII critique is a but nuanced, but because of their personality the discourse often gets polarising.
Edit: the sibling comment just proved my last point.
Yep, and I feel many commenters in this thread are comparing value propositions only in terms of specs. I’ve built a number of Mini-ITX cases, from 5L to 20L, and they are a pain to work with and maintain. In some cases it’s impossible to make a reasonable filtered airflow, so dust builds up very fast, and a teardown to do clean up is pretty annoying. Steam Machine looks very straightforward to maintain. And it’s also tiny and quiet.
I believe the tools like Resolve are built around VFX reference platform specs. I doubt anyone will standardise on the basis of a rolling distro where you can’t pin glibc version. https://vfxplatform.com
Honestly, I completely missed the quotes on the first read. I agree with the sentiment that crimes should be called out as crimes and not, e.g., ‘oopsies’.
I agree. His negativity has probably detracted quite a few people from him that otherwise are quite aligned. Still, his historical remark is rather peculiar.
As for the language, yes, sadly, it’s with us seemingly to stay. I code it professionally and I can’t find a single interesting, or even good, thing about it. Apart from wide adoption of course. Everything about it feels extremely badly designed from the user perspective (though it’s probably technically very impressive) with many details, that probably the sanest strategy is to use a small subset of the language. At least I don’t have to use STL at work, that’s something positive, I guess :)
I respectfully disagree — a lot of conveniences that C# provides produce GC trash which will cause frame spikes. I remember having had to add a non-allocation string.contains alternative at one project. Lambdas and linq also have this problem, or if a string is passed through native-c# boundary. Language itself is really nice though :)
I’m not as experienced as some people here, but in ~10 years, I’ve never needed to write code for anything other than x86 or arm. So I agree with the author on their priorities.
If I'm not mistaken, he's either affiliated with or otherwise connected to the effective altruist movement, hence he can't be unbiased. I find this article tells an interesting perspective on it: https://www.noemamag.com/the-politics-of-superintelligence/
I’ve never heard of anyone making distinction between “sound design” and “sound effect design” in gamedev. I don’t know anything about cinema or other creative industries though, but my original post is only about video games.