Alex Harbuzenko

Results 8 comments of Alex Harbuzenko

So the issue is still there. It works flawlessly when the iOS binary is created in XCode, even in the Release build, however archiving the project (i.e. generating the IPA...

Are there any actual confirmed cases of GC stalls caused by this? Don’t get me wrong, but getting a huge array of vectors from the engine is not a common...

> @Nomad1 Godot internally does not use C# arrays, so you have to pick. You use the pretty dialect and stand copies and GC issues, or you use the Godot...

@reduz > > C# Vector2[] in memory is stored exactly the same as C++ Vector2*. We can pass it to the native code for free > > Except for some...

> > Well, my approach was never about adopting the raw pointers internally, but about adding C++ overloads that can make a Godot.Collections.Array from data pointer instead of [...] >...

> > So it's safe and nice, but not super-fast since every Add or Count call is an Interop. I'd love to avoid those classes in ultra performance-critical parts, i.e....

@AwayB > Is this proposal made in the interest of Godot? Is it following the proper division of labor and design principles of Godot? I think not. Actually, I want...

> > Technically, this could be done from the binding generator itself, without breaking compatibility, and without doing any modification to Godot itself > > > Ideally, in the coming...