“Early Pascal used (* and *) for comments since they only had round parentheses on keyboards back then” - From this history of comments: http://www.gavilan.edu/csis/languages/comments.html …
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I still think game engines can greatly benefit from a custom scripting language exclusive for games. Stuff like garbage collector, bad threading, slow vector math, lack of easy data oriented optimizations, etc. are all hassle.
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In our case, GDScript has proven that ease of use and tight engine integration is a key demand from users. As we nailed that pretty well, the focus is now on improving performance, and we have some innovative ideas for that..
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In my opinion it is best to use
#metaprogramming to improve performance, this is thanks to modifying the standard libraries automatically of both C and C ++. Deep Reinforcement Learning greatly improves performance both in my own 3D engine and in#UE4 thanks to#metaprograming
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