This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
Santorini is a fantastic board game that came out about two years ago. In its heart, it’s an abstract strategy game that could have come from antiquity. It has been given the modern board game polish, though, with adorably cutesy art of Greek gods, and an incredibly photogenic set of stackable plastic components. Photo by Eric Yurko, licensed under CC BY-NC-SA 3.0.
We entered the release freeze last week with Godot 3.1 beta 1 , and many high priority bug reports have been fixed since then. We're now publishing a new beta 2 snapshot for testers to work with. This new release fixes various crash scenarios, as well as a performance regression in the GLES backend. We're still aiming for a release by the end of the month, so we're under a tight schedule.
Update: this has landed to LLVM/Clang mainline! So if all goes well, Clang 9.0 should contain this functionality. The upstreaming commit landed on 2019 March 30; thanks Anton Afanasyev for doing the work of landing it! I wanted Clang to emit timeline (“flame chart”) style profiling info on where it spends time. So I made it do that. What kind of compiler profiler I want?
After a first successful crowdfunding to create a Godot course in 2017, we are back with a new project in collaboration with the Godot team! We're going to create: Two complementary courses about 2d and 3d game creation , based around a platform/adventure game inspired by Metroidvanias. Two beginner-friendly video series for the official documentation about 2d and 3d.
TL;DR: if you want to use -ftime-report Clang flag to help you figure out where or why your code is slow to compile… it’s not very helpful for that. But! In the next post we’ll try to do something about it :) Need for build time investigation tools Depending on how your large your codebase is, and how it is structured, C++ compilation times may or might not be an issue for you.
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content