Research branch: https://advancedresearch.github.io
Discord (Piston): https://discord.gg/TkDnS9x
Discord (AdvancedResearch): https://discord.gg/JkrhJJRBR2
Developers know approximately what to expect from Unity and Unreal. These engines are popular: Predictable.
Developers know approximately what to expect from Unity and Unreal. These engines are popular: Predictable.
It might take 10 years to get there. Maybe it will get faster with AI.
Unity and Unreal are not like Piston.
It might take 10 years to get there. Maybe it will get faster with AI.
Unity and Unreal are not like Piston.
Other people want a train or an airplane. They need to go far or carry with them a lot of weight. So, you use a game engine that fits your needs.
Other people want a train or an airplane. They need to go far or carry with them a lot of weight. So, you use a game engine that fits your needs.
A bike isn't the best way to get from A to B in all cases. However, you know that a bike won't cost you a lot and you will get there in predictable time.
A bike isn't the best way to get from A to B in all cases. However, you know that a bike won't cost you a lot and you will get there in predictable time.
MVC a pattern that worked in the industry since the 1970s.
As predictable as it gets.
MVC a pattern that worked in the industry since the 1970s.
As predictable as it gets.
1. Use Piston2D-Graphics to get an advantage of your knowledge
2. Continue to use path rendering with no advantage
What you've learn doesn't help you, because of the extra abstraction.
1. Use Piston2D-Graphics to get an advantage of your knowledge
2. Continue to use path rendering with no advantage
What you've learn doesn't help you, because of the extra abstraction.
That hidden cost means I have to spend more thinking about the tool. It's a higher learning curve to learn the difference, yes.
That hidden cost means I have to spend more thinking about the tool. It's a higher learning curve to learn the difference, yes.
The key here is that the design is predictable. It doesn't have hidden costs.
Many people are used to path rendering.
The key here is that the design is predictable. It doesn't have hidden costs.
Many people are used to path rendering.
90% of my time, I use convex polygons.
So, when I know I'll only need convex polygons, I know it will work. It's a very simple constraint to think about.
There are libraries for concave polygons.
90% of my time, I use convex polygons.
So, when I know I'll only need convex polygons, I know it will work. It's a very simple constraint to think about.
There are libraries for concave polygons.
I think the same way about Piston: You know what to expect. There are things that are hard to do in Piston, yes.
I think the same way about Piston: You know what to expect. There are things that are hard to do in Piston, yes.
That's why I use Rust: It's predictable in its own way.
I don't want to use tools that are hard to predict.
That's why I use Rust: It's predictable in its own way.
I don't want to use tools that are hard to predict.
I think it is predictability. You know what the future is going to look like, because the tool you use is behaving reliably the way you expect it to do.
In Rust, you get bombarded with things you need to fix that might seem surprising.
I think it is predictability. You know what the future is going to look like, because the tool you use is behaving reliably the way you expect it to do.
In Rust, you get bombarded with things you need to fix that might seem surprising.
For example, `push(mut my_array, a)` inserts `a` into `my_array`.
It's easy to read and the `mut` is part of the function name: `push(mut,_)`.
Things that are difficult to understand in Rust, are easy to understand in Dyon.
For example, `push(mut my_array, a)` inserts `a` into `my_array`.
It's easy to read and the `mut` is part of the function name: `push(mut,_)`.
Things that are difficult to understand in Rust, are easy to understand in Dyon.
I find it easier to understand Rust after developing Dyon, because Dyon has a simpler lifetime checker and no borrow checker. Most of the time, you just add a `clone(..)` when needed.
There are no `&` or `&mut` in Dyon. No pointers.
I find it easier to understand Rust after developing Dyon, because Dyon has a simpler lifetime checker and no borrow checker. Most of the time, you just add a `clone(..)` when needed.
There are no `&` or `&mut` in Dyon. No pointers.
It is kind of strange to think about peer pressure to use Rust. Why not use a language you like?
It is kind of strange to think about peer pressure to use Rust. Why not use a language you like?
I love writing code in Dyon. Why? Because it is mentally relaxing. Dyon has a very different design philosophy than Rust.
Rust + Dyon is better combo than either one alone.
I love writing code in Dyon. Why? Because it is mentally relaxing. Dyon has a very different design philosophy than Rust.
Rust + Dyon is better combo than either one alone.
What I care about, is how I spend my days.
Since there are fewer bugs in Rust, I can spend more time walking in the forest.
That why I use Rust. It's not because I want to program in it. I don't want to sit in front of the computer and use Rust.
What I care about, is how I spend my days.
Since there are fewer bugs in Rust, I can spend more time walking in the forest.
That why I use Rust. It's not because I want to program in it. I don't want to sit in front of the computer and use Rust.
The problem? They don't feel comfortable working with a game engine that is unpredictable.
The problem? They don't feel comfortable working with a game engine that is unpredictable.
Some developers swap game engines when they discover these hidden costs.
Some developers swap game engines when they discover these hidden costs.
It's harder to learn yes, but there is a good reason for it.
It's harder to learn yes, but there is a good reason for it.
That's how you build a franchise. You want players to come back to playing your games. It's the experience that you give them.
Now, how does this fit with Piston's philosophy?
That's how you build a franchise. You want players to come back to playing your games. It's the experience that you give them.
Now, how does this fit with Piston's philosophy?
The developer might spend years figuring out the best Shader design they can use to produce a certain kind of entertainment. This part is usually secret. You keep your Shader secret, because it's the "soul" of your game.
The developer might spend years figuring out the best Shader design they can use to produce a certain kind of entertainment. This part is usually secret. You keep your Shader secret, because it's the "soul" of your game.
The entire point with the Shader is that it can help us fine tune the balance of control needed to focus compute on producing reactions. We need pattern extraction, but also coherence.
The entire point with the Shader is that it can help us fine tune the balance of control needed to focus compute on producing reactions. We need pattern extraction, but also coherence.
When we filter out e.g. facial expressions, we let the Shader do the heavy lifting. When we want more control, we turn off the filter and feed the Shader new data.
When we filter out e.g. facial expressions, we let the Shader do the heavy lifting. When we want more control, we turn off the filter and feed the Shader new data.