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shaving bytes and milliseconds. dependencies: {}
Leon Sorokin
leeoniya
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shaving bytes and milliseconds. dependencies: {}
"All problems in computer science can be solved by another level of abstraction ...except for the problem of too many levels of abstraction."
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A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.
Nowadays lots of companies choose engines like Unreal or Unity for their games (or that's what lot of people think) because d
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Here are some terms to mute on Twitter to clean your timeline up a bit.
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Initially, Monads are the biggest, scariest thing about Functional Programming and especially Haskell. I've used monads for quite some time now, but I didn't have a very good model for what they really are. I read Philip Wadler's paper Monads for functional programming and I still didnt quite see the pattern.
This is a distillation of those works and most likely an oversimplification in an attempt to make things easier to understand. Nuance can come later. What we need when first le