2 of the linked references have full implementations of very similar things, with some shared references.
Is there something here which godot is enabling which wasn't previously possible? It seems to be entirely GPU compute workload with particles which are available as part of all mature rendering engines
I'm not one to jump infront of a bus for the big company, but the "testing" being reported on here is so incredibly lacking.
- Single proof via a single device on a single OS version from a single API response.
- Claim on the latest version it is doing the same, but can't prove it. Just that requests are being sent when you interact with the application(ok?)
...And that's it.
I don't know the state of the jailbreaking scene, but a quick search seems to indicate that throughout 14.X and 15.X could have been checked, but they haven't. Would happily take this more seriously when reporting of issues is more sufficent. (or others proving more proof)
The problem with Godot is still it's age, and the lack of proven projects which many people are working on at once.
Myself and plenty of others at small or above size studios would have to make a huge leap into Godot and hope you don't run into any scaling issues. Not just from a project point of view, but integration on the artistic side.
LTS versions of Unity despite the known "un-fun" of it, are stable in a sense. Godot is moving fast, that isn't always a good thing for stability.
I'd love to jump on the new shiny and fun engine! But having to make the definitive choice for a company to make their next project in? Unfortunately just isn't there yet. "It's fun as a dev" just isn't a compelling argument for literally everyone else who isn't the engineer, compared to the number of all size studio pumping out Unity projects(Some even being successful!).
Server mode is much less likely to incur GC. Were you causing enough memory usage to force your app to actually free memory?
It will intentionally use more memory for the sake of throughput, hence why this post has all .NET program flag for it, as it's a _speed_ benchmark primarily.
Do these big companies really need so many developers that only know how to use this long list of 'fundamentals'?
I've interviewed a lot of people of all ranges, ages and skews. No matter what, when it comes down to sitting down with them and asking them to write out a simple program without any technicalities, 9/10 of them fail due to clearly not spending enough time just making things.
Are these big companies _really_ hiring juniors with this as their laundry list?
> ...Write code on a whiteboard or paper, not a computer. Test with some sample inputs. Then test it out on a computer....
A junior to me who has spent a year banging away making real failing programs and can talk about what and where they struggled with is useful to me(and the company).
A junior who hasn't built a single project, but can tell me about the one time they spent 4 months writing data structures on white boards is little more then a warm, but dead silent body in a design meeting.
Is there something here which godot is enabling which wasn't previously possible? It seems to be entirely GPU compute workload with particles which are available as part of all mature rendering engines