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File: blow.png (141 KB, 402x432)
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>spends 10 years making his custom programming language
>so he can build his custom game engine
>so he can make an isometric sokoban
>all in the name of efficiency

>decide to try the demo on my PC
>~90% usage on my RTX3090 with FPS locked at 60
Jesus Christ.
Reminder not to go on autistic tirades, just do what needs to be done and ship it.
>>
>don't have fun
Any other shit advice you want to share?
>>
>>109885615
the game is bad, on all technical layers
>>
>>109885615
pure unadulterated insane cope in this reply
>>
>>109885615
Good evening, Jonathan.
>>
>>109885503
imagine taking 10 years on some shit

I don't even think major Hollywood movies take 10 years
>>
Unused GPU is wasted GPU.
>>
>>109885666
lmao
>>
>>109885660
Back in the day pelple would take decades to make their magnus opus. Lots of times they would even have to find aprentices to continue the work after they were gone.
It's getting tiresome when people think literally all you do must be some perfectly optimised conveyor belt to rack in the sheckels
>>
>>109885503
I don’t think his programming skill is that great. The Witness doesn’t run great either.
>>
>>109885638
>>109885654
>>109885658
Don't know who he is, don't know what he makes. But if people just want to build their own stuff then it's a good thing they can do so.
>Noo dude you must use this cookie cutter game engine dude
>Duuude are you having fun? Don't you know that's like totally inefficient bro?
>>
>>109885792
>i dont know what's going on but here's my opinion
shut the fuck up retard
>>
>>109885615
yes kill yourself nigger
>>
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>>109885827
>>109885798
>>
>>109885503
>all in the name of efficiency
runtime performance is not one of the benefits of the new language
>>
>>109885792
he's some game dev someone here posts regularly just to make fun of him. i think op secretly wants to suck his dick since it's not normal to do this
>>
>>109885615
fpbp.

>>109885963
this.
>>
File: 1769282166177201.png (1.35 MB, 1280x720)
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>>109885503
That reminds me of my first 3 game engines written in 3 different lingos...
... i wrote the 4th in 2019 in C++ and shipped.... then rewrote the entire thing in nim and shipped another game ... rewriting it again to make it more cross-platform


... i mostly do it for fun so it's ok, i guess....
>>
>>109885658
made me spit up my drink
>>
>>109885503
>~90% usage on my RTX3090 with FPS locked at 60
wow i didn't know the 3090 was that much slower than my card
>>
There is a very distinct zeitgeist uniting these languages, which can be described as a "Great Correction" of the C and C++ legacy.

While they vary in syntax (from Nim's Python-like look to Zig's C-like feel), they are all reacting to the same set of frustrations with the way software has been built for the last 40 years.

1. The "C-Replacement" Impulse
Almost every language on your list is an explicit attempt to replace C or C++ in the "metal" (the lowest level of the software stack). The pattern is a desire for modern tooling (package managers, build systems) without sacrificing low-level control. They all reject the "heavy" runtime approach of languages like Java or Go (which use Garbage Collection) in favor of predictable performance and a small memory footprint.

2. A Divergence in "Safety" Philosophy
The zeitgeist split into two distinct schools of thought regarding the "C problem":

The Formalists: This group believes the problem is the language's lack of strict rules. Rust solves this with a complex "borrow checker" to prove memory safety at compile time. Carbon aims to bring a similar level of modernization and safety to C++ while maintaining compatibility.
The Minimalists: This group believes the problem is that C++ became too bloated and complex. They don't want a complex compiler to "prove" safety; instead, they want a language that is so simple and transparent that the programmer can clearly see what the machine is doing. They replace "safety by proof" with "safety by clarity."

3. Data-Oriented Design (DOD)
There is a strong shift away from traditional Object-Oriented Programming (OOP). Odin and Zig, in particular, embrace Data-Oriented Design. Rather than thinking about "Objects" (which often leads to fragmented memory and slow performance), these languages encourage thinking about "Arrays of Data." This is a direct response to modern ..



so, basically a dead langs branch
>>
so, heres the thing
>>
>>109885503
The dumbest people talk the biggest.
>>
>>109885503
To be fair he is extremely mentally ill. He genuinely believes he is the best programmer alive. His ego is beyond measure.
>>
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My experience so far is that the most unhinged tr00ns create the best free software. From SNES emulation to Quake ports. You start looking up the dev and its always some autistic tr00n
>>
>>109885658
almost made me choke on my food, ahahahah
>>
>>109886296
nigger, he's talking about the sokoban clone, not the witness. My toaster from 2020 can run the witness
>>
>>109886434
oh i didn't know he made two games
>>
>>109886440
based
>>
>>109886404
I mean you need to have some amount of autism to sit in front of the computer all day and program, don't you think?
>>
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He's making money doing what he loves.
That's one of the most important things in life.



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