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you can't compare C# AOT solutions with what D or any other native language has to offer

C# as a language is not working great in AOT environment due the managed and runtime features of the language

that is the reason they are unable to strip more stuff from the executable, it's a mess

so having AOT compilation doesn't mean it's automatically good, when it's bad experience, you have to say it outloud or nothing will improve

everyone can add AOT compilation as bullet points just to pretend the language is capable, because it's obviously not, prove me wrong if you can, but i doubt you can, i have tested, and results are not good, at all




Xamarin AOT, Unity IL2CPP and .NET Native work just good enough.

I like D, but lets not pretend the amount of production code delivered by those environments doesn't exist.


xamarin uses mono, wich is very bad actually

unity IL2CPP produces bad C++ code since .net is managed language with ton of runtime features that doesn't play well with AOT compilation

same with .net native, lot of restrictions because nature of .net

it doesn't matter what people use, i value good code, efficient code, and i don't value waste


Sure it matters, where are the iOS, PS5, XBox, Switch applications and games written in high performance D?

Unity alone accounts for more than 50% of Switch games being sold, a console that already outperformed DS sales.

I bet Unity IL2CPP not being as good as D isn't that much of a concern to their management, given the ongoing porting efforts from C++ into HPC# and Burst compiler.




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