I'm curious how lsr compares to bfs -ls for example. bfs only uses io_uring when multiple threads are enabled, but maybe it's worth using it even for bfs -j1
I'm the developer of this game. Thanks very much for your interest and discussion here :)
I'm starting to feel like I didn't go into enough detail with my post, since there's a lot I could talk about and also a lot I could benchmark to give you some actual numbers on performance. But maybe I'll leave that for a different post in the future.
The game I'm developing is a commercial project, so it would be silly to be on the front page of HN and not try to direct people towards the commercial side of things. Here is the link to the game's steam page, you can wishlist and maybe buy the game when it's released so I can afford living expenses and expensive coffee beans: https://store.steampowered.com/app/3656660/Deep_Space_Exploi...
Thank you! :)
We didn't think of getting people to use it until we found it was solving a real pain point for people, so weren't worried about trademarks or names. There was no other helix db so that was good enough for us at the time.
Rust's implementation is more orthogonal, so specifying which impl you want explicitly does not require special syntax. It's also based on traits so you'd have to use a non-idiomatic style if you wanted to use overloading as pervasively as in Java. But are those really such big differences? See my reply to the original where I post an example using Rust nightly that is very close to overloading in other languages.
return 0;Is there any such previous work?