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As most of the heavy lifting in Embergen is done on the GPU via shading languages the main benefit in using Odin isn't necessarily anything to do with memory control compared to the usefulness of its remaining feature set. The simplicity of the language and its ergonomic set of features does a good job at reducing friction and it is a joy to program in. Simply not being bogged down in all the complexities of C++ in all their forms, nor being held back by the arcane annoyances of C is quite refreshing.


It's definitely a typo.

Conceptually I prefer looking at them as

    a % b  = a - trunc(a / b) * b
    a %% b = a - floor(a / b) * b
 
The latter is even used as % in languages such as Python, which further compounds any syntactical confusion. :D


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