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>My point still stands that this is premature optimization.

Given that the author knows they will make hundreds of raycasts a second, and that the perf suggested that they can at most make 700 for an entire 16hz frame, I can't agree in this case. This is the exact kind of "we'll fix it later" kind of unoptimization that makes gamers wonder why games still hit 30fps on modern hardware (I've worked on such a tile, in UE4. the engine doesn't save bad practices and useage).

>My initial comment was more a general expression of frustration with the prevailing attitude on various forums.

don't generalize your rants when you see a good example of criticism. That just lumps in the good with the bad and makes you look like you're lashing out at any criticism.

>Enjoy your c# crusade.

Enjoy prowling r/godot, I suppose. If that's the conclusion you gleam out of my comments, you fit right into Reddit. Making unrelated rants and being confused on the disagreement and seeing everyone as out to make your life specifically, miserable. Glad I left that behind months before it became fashionable to leave.



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