Garbage collection helps programmers the way training wheels help cyclists. The analogy is pretty much exact.
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Replying to @facepalmgames
@facepalmgames So, what's weird is that IMGUI scales _better_ than RMGUI in my experience. 1000s isn't very many. But at, say, millions...1 reply 0 retweets 0 likes -
Replying to @cmuratori
@facepalmgames ... RMGUIs typically roll over and die at millions, whereas IMGUIs generally have level performance (in my experience).1 reply 0 retweets 1 like -
Replying to @cmuratori
@facepalmgames As with memory management, though, maybe I just type in some kind of magical code where somehow mine don't? I don't know.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@facepalmgames It is usually odd for me to have these conversations because people say things that are literally opposite to my experience.2 replies 0 retweets 0 likes -
Replying to @cmuratori
@facepalmgames And I have to stop and go, hmm, how are they programming these things that it ends up so different from how I do it?2 replies 0 retweets 0 likes -
Replying to @cmuratori
@facepalmgames I mean, with IMGUI vs. RMGUI, it should be _very_ obvious. It's just no scene graph vs. scene graph.1 reply 0 retweets 1 like -
Replying to @cmuratori
@facepalmgames So, isn't it obvious to people that if RMGUI scaled better, scene graphs would have been the preferred 3D API?1 reply 0 retweets 0 likes
@facepalmgames Again, just really confused :/ I don't understand most other programmers' perspectives :(
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