navhkrinn
navhkrinn
MModular
Created by Khaled M' on 4/1/2024 in #questions
Does anyone think Mojo could be great for Game Development?
TBH I think it is just bad design Because even when you are giving devs low-level API's. It is good to make those optional and not the standard way to program. Complexity should always be tap-in, not on by default. Metal does this extremely well, it is just as powerful but doesn't have any of the overcomplexity of Vulkan. And Khronos group seems to be well aware of this given that they are actively working on getting rid of unnecessary complexity update by update
56 replies
MModular
Created by Khaled M' on 4/1/2024 in #questions
Does anyone think Mojo could be great for Game Development?
I very much dislike Vulkan.c though. There is Vulkan.hpp that has much better API combined with 1.3 features relaxes a lot of complexity but it is still overloaded for my tastes.
56 replies
MModular
Created by Khaled M' on 4/1/2024 in #questions
Does anyone think Mojo could be great for Game Development?
TBH even the mighty Minecraft was just made on top of Ogre3D. As long as you have good RHI to work with you can make Mojo work. Major pain point in current era of game engines is that API's are horribly designed (DX12, Vulkan) which makes it unnecessarily difficult to make something custom which leads to people moving to popular engines. I expect a lot to change with next-gen API's that will make path tracing a core feature and hopefully learned lessons from unnecessary complexity
56 replies
MModular
Created by Nexus-6 on 9/10/2023 in #questions
Windows native SDK support
I never said it were.
110 replies
MModular
Created by Nexus-6 on 9/10/2023 in #questions
Windows native SDK support
For prototyping and R&D WSL is good but one of the primary goals of Mojo is to also be a good language for production. For that it needs to natively support all major platforms.
110 replies
MModular
Created by Nexus-6 on 9/10/2023 in #questions
Windows native SDK support
Shipping a project that has WSL dependency is big-no-no for customers. Most customers expect to see an executable that will run with ease with minimal dependencies whom are easily installed. Also we had a lot of issues with getting a major corp (can't name) to accept a docker based solution because of security risks that come along with WSL
110 replies
MModular
Created by Martin Dudek on 5/26/2024 in #questions
Why are you using Mojo?
Yeah, using Mojo will make you feel like KFC bucket
23 replies
MModular
Created by Martin Dudek on 5/26/2024 in #questions
Why are you using Mojo?
I'm planning to use it for game development, starting with basic non-graphical simulations that would be linked to Unreal Engine for rendering.
23 replies
MModular
Created by Khaled M' on 4/1/2024 in #questions
Does anyone think Mojo could be great for Game Development?
It is almost a certainty that it will make its way to Godot at some point as Godot is flexible with language integration. Official Unreal integration is questionable since they are working hard on their own language verse. I personally would like to see a new game engine built from ground up around modern standards with Mojo on its core. We consider engines like UE5 next gen but it still carries a lot of 2 decade old baggage with itself.
56 replies
MModular
Created by Zbornak on 2/22/2024 in #questions
Py def vs Mojo fn
Yeah, I would argue that is the best way to go with this. You can learn def in future to be able to understand if someone uses it on a library you end up using but I don't really see any case where you would prefer def over fn from technical standpoint
9 replies
MModular
Created by Zbornak on 2/22/2024 in #questions
Py def vs Mojo fn
Def is mostly for keeping python compatibility, it allows python functions to be easily carried over to Mojo. I wouldn't say it is preferable in any situations from perspective of speed and safety. It can be useful if you want to write code without type checks. So the real advantage def brings is ease of coding with less constraints.
9 replies
MModular
Created by gamendez98 on 2/19/2024 in #questions
How long until mojo is production ready(guesstimate)?
Just speculation on my side but I highly doubt they will take that long. I would expect 1.0 release towards end of 2024 or early 2025
4 replies
MModular
Created by [BR]Edson on 2/14/2024 in #questions
theres any oficial image to run mojo code or dockerfile?
You can start with an Ubuntu VM and follow Ubuntu installation instructions, it is few lines so pretty straightforward
3 replies
MModular
Created by Nexus-6 on 9/10/2023 in #questions
Windows native SDK support
Android is Arm Linux
110 replies
MModular
Created by himanshu on 1/10/2024 in #questions
Mojo for Game Development?
Also game engines tend to support a high level and a low level system, where core systems are coded in low-level language and high-level operations, such as managing gameplay, done in high level. Similar to AI, Mojo can replace both systems with a single unified system. So it is really appealing
5 replies
MModular
Created by himanshu on 1/10/2024 in #questions
Mojo for Game Development?
Absolutely! It has a lot of potential.
5 replies
MModular
Created by HybridRobotix on 12/5/2023 in #questions
Mojo on ARM?
What we have right now is not a finished language, we are just given an early experimental preview version to toy with. Obviously limitations of today won't last forever.
17 replies
MModular
Created by Hasan Yousef on 11/18/2023 in #questions
Running code at GPU
I'm just speculating but I remember they did say "stay tuned for GTC 2024" or something like that on ModCon. And it would be natural to announce GPU computing with all the fancy announcements that Nvidia will be making. That is of course just a speculation on my side
14 replies