![]() An engine designed specifically for a single game, with only that one game's problems in mind, could be simpler. And I think that's because they are designed for general purpose: one size fits all. I haven't used Unity or Godot, but I've seen many devlogs from indie devs, and they give me an impression of a framework that's simultaneously too limited, and yet also too kitchen sink. ![]() The end result is the least exciting part. from there onwards youll do just fineīut if your reasons to write a C++ game engine are arbitrary (which i suspect they are), i dont think youre gonna have a great time with such a project do you want toĬ) have a game engine written in C++ specificallyĬ): first realise that learning C++ AND gamedev with C++ in succession is way bigger of a task than you think, then learn C++. if youre knowledgable enough you can edit the code of the emulator/whatever to skip the whole lua part and use str8 up IPC instead, writing directly to your python program there is also a possibility that the send/receive code has an arbitrary limit (like say, 100 bytes per send/recv), hindering the throghput even more. are you on windows? socket throughput is limited to 65kb/function call there, im pretty sure. I think you should read up a bit more on the basics of C++ (and how computers work), unique_ptr, and shared_ptr, because the way i see it, they dont do what you think they do I was about to answer your question, but ill ask you one instead that is not how you deallocate stack memory. Its the only option where its safe, if it pointed to stack then upon destruction the unique_ptr would try to free a block in the stack memory. >if bar points to the heap, is this safe? It may even be preferable to never free the allocated memory, and only expand if need may be, so at some point you basically dont have the need to expand it further Mostly depends on how much memory you need and how often youd need to reallocate, syscalls have a lot of latency Its nice because onve you have such a class written you can use it for anything that requires such mathematical vectorsīe it physics, computer graphics or whatever else Though you should probably know that vector is the standard name for this kind of stuff, again, coming from mathematical vectors Just make sure that the library you use is constexpr as well so you can doįor quick string comparisons if need may be. i use it everyone, the msvc++ libc uses it too for standard hash functions. it somehow combines both amazing execution speed and incredibly low collision amount. Torch-mlir lets you export models to a format that's much easier to optimize and much smaller that can then be passed to google's iree and then made independent of python and pytorch and run using vulkanĪs the other guy said, fnv is very good. Since you're going to need at least one python install to wrangle models try to use python 3.11 as that's the one with the massive speedup even though this may break some thingsĪnd try to aim for pytorch 2, the llvm project's torch-mlir repo has prebuilt binaries for torch 2 on python 3.11 I don't have much experience with tensorflow but from what've seen it's easier to work with in model conversion (and as a plus, the lightweight variant is also the basis of android's system ML lib)Īnd you're probably going to want to consume and manipulate prebuilt models rather than make your own ![]() Literally there's like 5 libraries that have to be injected into it at across the pytorch for optimization, safety, etc. It's still the language and framework 99% of pretrained models ship for ![]() >the way its models work makes them more challenging to export to other ML frameworks That means unsanitized models can have viruses potentially embedded in them >vulnerable to a very well known security issue that almost always crops up in any lang that supports arbitrary serialization including code >one of those "cross platform vendor agnostic" frameworks that's really just locked to nvidia gpus
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