Thinking about user seeing pixels is seeing just a part of the picture. As all software projects you don't optimize just for immediate user experience but also development time. Time to first draw rarely coincides with…
Sounds a little like Kademlia, the DHT implementation that BitTorrent uses. It's a distributed hash table where the value mapped to a hash is immutable after it is STOREd (at least in the implementations that I know)
An AST is dependent on the Language Server though and thus not available for every file by default.
I use unreal professionally. I would say that unreal is very opinionated in the way things are done. This is a good thing if you can stick to it and know how to leverage the systems in the way they were intended but…
I would be interested in knowing how this compares to Epic Online Services (EOS). We use EOS for connecting P2P lobbies and doing server browsing. When using unreal that service is basically free. Managing game servers…
Thinking about user seeing pixels is seeing just a part of the picture. As all software projects you don't optimize just for immediate user experience but also development time. Time to first draw rarely coincides with…
Sounds a little like Kademlia, the DHT implementation that BitTorrent uses. It's a distributed hash table where the value mapped to a hash is immutable after it is STOREd (at least in the implementations that I know)
An AST is dependent on the Language Server though and thus not available for every file by default.
I use unreal professionally. I would say that unreal is very opinionated in the way things are done. This is a good thing if you can stick to it and know how to leverage the systems in the way they were intended but…
I would be interested in knowing how this compares to Epic Online Services (EOS). We use EOS for connecting P2P lobbies and doing server browsing. When using unreal that service is basically free. Managing game servers…