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    Alexandre Mutel

    xoofx.com · Personal blog · on HN since 2015

    Alexandre Mutel, a .NET and graphics developer, writes about Unity's CoreCLR port, the Burst compiler, and compilers and tooling.

    Visit blogHN submissions
    Languages & CompilersGamesProgramming
    What HN says

    Commenters link his posts on porting Unity to CoreCLR and Burst, and mention his Crinkler compression article as a compression reference.

    Stats for nerds
    17HN people shared it
    20linked in comments
    451story points
    Mar 2021last shared
    2016people per year2021

    Top posts on HN

    1. 1
      Porting the Unity Engine to .NET CoreCLR
      6 people · 203 points · first shared 2018 · 40 comments on HN
    2. 2
      Writing a Managed JIT in C# with CoreCLR
      1 person · 130 points · first shared 2018 · 27 comments on HN
    3. 3
      Behind the Burst Compiler
      4 people · 88 points · first shared 2019 · 4 comments on HN
    4. 4
      A new stackalloc operator for reference types with CoreCLR and Roslyn
      1 person · 7 points · first shared 2015 · Discussion on HN
    5. 5
      Implementing a Markdown Engine for .NET
      1 person · 5 points · first shared 2016 · 1 comments on HN
    6. 6
      The Stark Programming Language Experiment
      2 people · 3 points · first shared 2017 · Discussion on HN
    7. 7
      Stark – Native Compiler – Prototype 2019
      1 person · 3 points · first shared 2020 · Discussion on HN
    8. 8
      The Odyssey of Stark and Melody: Prototyping a New Language and OS w/.NET & seL4
      1 person · 3 points · first shared 2020 · Discussion on HN
    9. 9
      10x Performance with SIMD Vectorized Code in C#/.NET
      1 person · 3 points · first shared 2024 · Discussion on HN
    10. 10
      Generate automatically async/await code from sync code with Roslyn
      2 people · 2 points · first shared 2018 · Discussion on HN

    What HN people wrote when they linked it

    • GuB-42Sep 2020

      The article mentions compression briefly. They are using basic run-length encoding.

      There are probably better algorithms. GP suggested Huffman but I don't think it will work. Something like the algorithm used by crinkler [1] (context modeling + arithmetic coding) may work better. It can be made even better if combined with the encoding (the base doesn't have to be a power of two).

      Anyways, no need to overdo it, the author's technique works. At least for the newer base2048 version, optimized for long tweets

      [1] https://xoofx.com/blog/2010/12/28/crinkler-secrets-4k-intro-executable/

    • joveianAug 2018

      Most of the newer games I play are Unity games. Although checking Wikipedia it sounds like the core engine is still in C++, so maybe there is more emultation than I thought even then. I guess this is why not that many games can be run directly with mono...

      I found someone did a HackWeek project at Unity this year of porting the Unity engine to .net core that has more details:

      http://xoofx.com/blog/2018/04/06/porting-unity-to-coreclr/

    • lwansbroughAug 2020

      Man it would be sweet to see Unity adopt CoreRT in .NET 5 and just drop all the C++ conversion nonsense.

      Edit: interesting, someone wrote about this a couple years ago: https://xoofx.com/blog/2018/04/06/porting-unity-to-coreclr

      I wonder if there’s movement on this internally at Unity.

    • philippelhSep 2016

      If you're talking about project.json, it's already dead :/ http://xoofx.com/blog/2016/05/11/goodbye-project-json/

    • sharpercoderMar 2021

      https://xoofx.com/blog/2019/03/28/behind-the-burst-compiler/

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