mungaihaha
mungaihaha on Hacker News
> State of the art databases need to be fast and correct
SOTA games need that too. Games need to deal with physics, audio, rendering, networking, anti-cheat etc. at the same time. All very performance sensitive
Do you think Postgres is more 'complex' than a triple A game like GTA 6?
My experience has been that they excel at problems with solutions that are cheap to verify. Things one can unit test for example. Easier to RL. Architectural issues are harder to train for because the training data is dominated by tutorial/toy projects. There's 10,000 toy compilers for every LLVM
Plenty of 'advances in mathematics' done pre-llm, no?
Grad students on zero pay solve problems like this everyday. What exactly is your point here?
Almost like how RAII in C++ does it?
I'd like to see an example
> Considering LLVM is 23 years old already. I wonder if something new again will pop up
LLVM is actually really really good at what it does (compiling c/c++ code). Not perfect, but good enough that it would take tens of thousands of competent man hours to match it
> or is 8Gb no longer workable
llvm compiles in less than an hour on my old m1 mac in all the build configurations I have tried so far
1000x less performance is a bigger clusterfuck
> But most of the other arguments they list can be picked apart and are only half true
I'd like to see you pick the other arguments apart
"Here’s a real example: a user signs in with an email and password. That flow touches three services, each with a single responsibility:
EmailService::Normalizer strips and downcases the email
UserService::Authenticator checks credentials
SessionService::Creator creates a session"
Don't know how to say this without sounding arrogant. WTF?
No. Its built atop rust iirc
Rust makes it hard to represent mutable graphs. If I have a value that can be updated by multiple GUI nodes, I have to architect my way around the borrow checker in Rust. Is it safe? yes. Is is performant? for a skilled Rust dev, yes. But it takes me >25% more time to do compared to C++. 25% of a year long project is 3 months
> I'm still not seeing any description of specific challenges you feel are harder in Rust than in C/C++
It's harder to model domains in Rust. C has the same problem and it is a big reason why the industry standard for game dev is C++
> I believe it's (LLVM) far too slow at compiling and far too big to be fixed from the inside
What are you doing to make sure Tilde does not end up like this?