It's pretty useful when you have some distribution layer (i.e. some pubsub system)
Consider 10-15 applications running on a host, and all of them are listening to data being distributed by another service. Instead of all of them opening a connection to that service, instead they would all be connected to this sidecar, and the sidecar would merge the distribution of data (and subscriptions) to the pubsub system
Oh yeah, for option A I meant to just stay in Canada until my company hopefully gets profitable and then "transfer" it to the US and move to the US if somehow I can self-sponsor/sponsor through company.
C++ was probably compiled without optimizations. In a compiled binary there won't even be any calculations done - see for yourself https://godbolt.org/z/Mhhzhdr7c
About time. The amount of value you get from having random conversation with your coworkers is too much to pass up on. Breakdown of communication through text also sucks.
What's better about git? I haven't used svn, but have used perforce/mercurial professionally/git professionally, and use git personally, but I find all of them to provide the same "feature set" when doing basic development: have your own branch, and merge it in to the main branch when done/reviewed.
Merging seems the same on all 3 version control systems I've used... I've heard that git branching is better(?), but haven't seen that being used anywhere really.
It's a nasty bug that everyone encounters when first working with coroutines. (Similarly everyone will encounter references that don't live until you co_await the task).
> I was taught that to allocate memory was to summon death itself to ruin your performance. A single call to malloc() during any frame is likely to render your game unplayable. Any sort of allocations that needed to happen with any regularity required writing a custom, purpose-built allocator, usually either a fixed-size block allocator using a freelist, or a greedy allocator freed after the level ended.
Where do people get their opinions from? It seems like opinions now spread like memes - someone you respect/has done something in the world says it, you repeat it without verifying any of their points. It seems like gamedev has the highest "C++ bad and we should all program in C" commmunity out there.
If you want a good malloc impl just use tcmalloc or jemalloc and be done with it
Every single time there are some people who love C (in my experience for the reason they haven't worked professionally in C++) that claim that they're actually WAY more productive and readable when working in C.
C++ is basically almost a perfect super-set of C. Use the parts of C++ that are useful to you, don't use the parts that aren't. Clearly std::vector, std::string, std::unordered_map would be ultra useful to anyone. Especially because they are easier to use, more optimized, not as prone to errors as their C equivalents.
I blame Jonathan Blow and Muratori for this. They somehow got the entire gamedev community to worship the idea of writing things in C. People grow out of it really fast though, as soon as they actually learn C++.