I have nothing against C#/.NET. I was just commenting on this particular optimization and the root cause (OOP practices = fine grained locks, fine grained allocs) that requires optimizations such as this.
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Oh, fun! New scripting language that compiles to ISPC. Limited in scope, but fast.
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What is the problem corresponding to this solution?

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Separate the editor, asset pipeline and engine, make each part not depend (too much) on the other, and optionally sell them as separate products. Start exploring different engine backends that plug into editor and asset pipeline, and support 3rd parties to do the same...
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Sell the editor and asset pipeline with a no-strings-attached monthly per-seat-license, and make at least one engine backend royalty-free to lure Unity users over. Keep the current licensing model for the "AAA/consoles-engine-backend" engine backend. I guess that's it :)
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