"write it in a slow language, rewrite the performance critical parts in a fast language" is a bit of a trap because it makes it more difficult to predict and therfore plan around performance.
-
Prikaži ovu nit
-
Premature optimization yada yada but when you know this is as fast as it gets you can make calculations and do actual engineering.
1 reply 0 proslijeđenih tweetova 0 korisnika označava da im se sviđaPrikaži ovu nit
Only have a zero, one, or infinite amount of things yada yada but when you know that you never have more than a thousand sprites on the screen you can make reliable calculations about which performance budget you have for each sprite to consistently get 60fps.
16:17 - 28. sij 2020.
0 replies
0 proslijeđenih tweetova
2 korisnika označavaju da im se sviđa
Čini se da učitavanje traje već neko vrijeme.
Twitter je možda preopterećen ili ima kratkotrajnih poteškoća u radu. Pokušajte ponovno ili potražite dodatne informacije u odjeljku Status Twittera.