There’s some type instability, but union splitting takes care of that, and it’s no performance concern.įor the FASTX code, I noticed the FASTQ parser does not use inbounds. Looking at his Julia code, it looks great. It might be a matter of hardware, or the fact that I ran FASTX v 1.1, not 1.0. I don’t see the same relative numbers b/w C, Python and Julia that he does - for me, Julia does about 30% better on non-zipped data. It’s much more interesting to look at the FASTQ benchmark using FASTX.jl from BioJulia. I don’t think it’s useful to pick that code apart, it’s just one random guy’s Julia code. The library Klib.jl is a bit obscure, seemingly just used by one guy, and not very well maintained. I’m currently working on that.I recreated the C, Julia and Python part of the first benchmark. One must simply figure out how to import kotlinx.cinterop. ** Note: As of Kotlin/Native 0.6.0, exporting function names with is possible. This is the approach I’m trying to implement right now, and it remains to be seen how trivial the process is. With a little fandangling, this can be wrapped up and shipped nicely as just the KLib and a adle file, allowing for a quick and painless way of producing nodes with Kotlin. The next path, then, is to use the cinterop tool along with the Godot header files to produce a klib file that can be used by Kotlin native. The process for setting up LLVM in Windows is straightforward, but between fighting with MSVC, not being able to find link.exe, and a handful of other technical issues, I thought this would be too cumbersome a path for the average user. Finally, I turned to building bytecode with LLVM and then using that in place of a static library. Kotlin Native can produce a KLIB library file, but not a lib. This, too, turned out to not be an option. I considered then building a static library and having a small C wrapper that defined the required nativescript_init method. When I last tried this I ran into an issue where it’s not possible to define the name of a method in the DLL with Kotlin Native**. The most obvious path forward is to have Kotlin Native produce a DLL that we can import as a native library. The problem then is nontrivial, but it’s not impossible. Instead, there are key methods which are exported and need to be defined so that the DLL can register with Godot. so and, from what I can gather in the IRC and Discord channels, there’s no intent to include Dylib or another system for gathering those. GDNative doesn’t provide a way to call arbitrary methods in a DLL or. (Has anyone written a matrix library for GDScript?)Įnter GDNative: what appears to be the ability to simply build a DLL and then call the methods from GDScript! We’re saved! As good as the documentation is, the language is fundamentally too limited for the kinds of things I like to do in games. It was just similar enough to cause problems and be unintuitive. Coming from languages like Python and Kotlin and Java and C, I found it to embody most of the pieces I didn’t like about Python with none of the things I did like. The one area where I found Godot most lacking was GDScript. Version 3.0 brought with it high-fidelity visuals (a la PBR), a new physics system, and a slew of other additional enchancements. The editor was, as the tagline implied, small and lightweight while being very feature complete. I started playing with it not long after it was mentioned by TheHappieCat on YouTube and found myself enjoying it in most every respect. Godot is a reasonably light-weight, highly featured, open-source game engine that’s been in development for more than a decade.
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