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It doesn't have to be this way.

23,188 просмотров • 1 год назад •via X (Twitter)

Комментарии: 10

Фото профиля John Burton
John Burton1 год назад

I made a little c++ test program to try out raddbg, and I'm finding it often takes 1-2 seconds to step to next line. This is slower than I would expect although obviously much better than the 10 seconds mentioned. Is this expected, or is something not working as expected? Or I didn't do something right? (Not a complaint or anything, it's a great program, I'm just finding it slower than I might have expected?)

Фото профиля Ryan Fleury
Ryan Fleury1 год назад

It should be instant. Can you send me the program’s EXE, PDB, and source?

Фото профиля Kamau Vassall
Kamau Vassall1 год назад

*eagerly awaits macOS support*

Фото профиля Jamie Birch
Jamie Birch1 год назад

How does this fare on a medium-sized React Native iOS app when debugging Objective-C code?

Фото профиля Ryan Fleury
Ryan Fleury1 год назад

Haven’t tried it, as we do not support MacOS yet, but even with codebases like Unreal Engine (1000s of DLLs, many millions of lines of code), stepping is ~instant. There are basically no reasons that it should take anything more, in common cases.

Фото профиля Rasul Seidagul
Rasul Seidagul1 год назад

Poor people… they have never seen good.

Фото профиля Stanlyhalo
Stanlyhalo1 год назад

What rendering API are you using? The resizing is so smooth compared to modern APIs that requires swapchains. And are each "element" being rendered one at a time, or is it watched on the gpu? If so are you doing style interpolation on the gpu? What about buffer updates?

Фото профиля Ryan Fleury
Ryan Fleury1 год назад

It's a custom renderer, on Windows it uses D3D11 as a backend.

Фото профиля Himanshu Kumar
Himanshu Kumar1 год назад

Progress requires change.

Фото профиля Xinto
Xinto1 год назад

Lowkey the only good thing to ever come out of (an) Epic Games (employee). @TimSweeneyEpic put him in charge of EGS.

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