@won3d @cmuratori @ocornut Yes. It is. Just saying. Each key goes over the net and causes a window of results to be displayed, cross process
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Replying to @greggman
@greggman@cmuratori@ocornut Still, 25K/char is way more than I would have ever expected!1 reply 0 retweets 0 likes -
Replying to @won3d
@won3d@cmuratori@ocornut Yea, it's shocking & as a game dev I'm like why isn't it zero? Then I thought about it and there's a ton going on1 reply 0 retweets 0 likes -
Replying to @greggman
@greggman@cmuratori@ocornut The impedance mismatch between std::string and StringPiece/char* is telling.1 reply 1 retweet 0 likes -
Replying to @won3d
@won3d@cmuratori@ocornut Yes, there's room for improvement. But type "a" in omnibox and see what happens. net, icons, fonts, colors, lots1 reply 0 retweets 0 likes -
Replying to @greggman
@greggman@cmuratori@ocornut I'm not saying it should be 0. I'm saying it should probably be like 100-1000? 25000 seems so many.2 replies 0 retweets 0 likes -
Replying to @won3d
@won3d@cmuratori@ocornut Snd to net async, parse result, build dom, make win, make glyphs, gen draw cmds, parse icons, just to name a few.1 reply 0 retweets 0 likes -
Replying to @greggman
@greggman@cmuratori@ocornut I mean, you'd have to name like another 20 thousand ;)1 reply 0 retweets 0 likes -
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