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It doesn't have to be this way.

23,188 次观看 • 1 年前 •via X (Twitter)

10 条评论

John Burton 的头像
John Burton1 年前

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?)

Ryan Fleury 的头像
Ryan Fleury1 年前

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

Kamau Vassall 的头像
Kamau Vassall1 年前

*eagerly awaits macOS support*

Jamie Birch 的头像
Jamie Birch1 年前

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

Ryan Fleury 的头像
Ryan Fleury1 年前

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.

Rasul Seidagul 的头像
Rasul Seidagul1 年前

Poor people… they have never seen good.

Stanlyhalo 的头像
Stanlyhalo1 年前

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?

Ryan Fleury 的头像
Ryan Fleury1 年前

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

Himanshu Kumar 的头像
Himanshu Kumar1 年前

Progress requires change.

Xinto 的头像
Xinto1 年前

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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