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Why not start with the home page? It provides a good overview and covers all the important points:

* The Data-Oriented Language for Sane Software Development.

* Odin is the C alternative for the Joy of Programming.

* Simplicity, High Performance, For Modern Systems

If you don't see value in these points, you are not part of the target audience.


What it does better than Rust? C++? Swift? And other language? Terms like "sane" and "joy" indicate highly subjective points, which does not help.

Yes, I do not see value in knowing someone likes this language. I see value in technical features and examples showing how those features address common pain points in programming.


>The Data-Oriented Language for Sane Software Development.

What does this mean? What makes it more Data-Oriented than Go? What is sane development? What is insane development?

>Simplicity

What is simplicity in its case?

For example one can argue that borrow checker in Rust is "simplicity" (even if you have to master it) but at the same time you can say that BC is complexity.

Similar examples can be outlined for Go or any other language.


> An Apple II in 1982 has 256 Kb of RAM.

Just to nitpick, because this was my first computer. The Apple ][+ from 1982 featured an 8- bit 6502 processor capable of addressing max. 64 KB. If I remember correctly, the base model shipped with 16 KB and could be upgraded.


Apple II's could be upgraded up to 48 kB. Then you could have a memory peripheral in one of the slots (I think restricted to slot 1?) that could provide another 16 kB of memory, which could be shadowed with the ROM are that occupied the upper 16 kB already.

(Probably the first card like that was the Language Card which had not RAM, but a 16 kB ROM providing Wozniak's Integer Basic, which would replace/overlay the Microsoft-developed Applesoft Basic.)

RAM cards featured more than 16 kB and could provide access to it via bank-selecting I/O registers.

A friend of mine had a 128 kB card. It was used by disk copying software to snarf floppy into RAM. His board had a row of 3 LEDs on the PCB to indicate the bank currently selected: as the disk copying software was running, you could see the LEDs counting from 0 to 7 in binary.


nitpick gratefully accepted :) I never had one, so had to look it up and got it wrong. Thanks :)


i had counted on the z80 card instead.


I thought it was going to be Woz's famous Disk II controller.


It is difficult to understate the importance of the Disk II controller. Cassettes were ridiculous. Floppy drives were awesome, especially two of them (which the controller supported).

Kind of the LaserWriter of its time: a very profitable peripheral that made the whole platform work.


Cassettes with automation, the way, say, the Epson HX-20 does, aren't bad - they are slow, but can do random access. That said, the Disk ][ was very much ahead of its time. A bit unfortunate the Apple ][ didn't have any sort of built-in timed interrupts to make the firmware work at higher clock speeds - this locked the II to 1MHz for far too long.


The third game in the series is "X-COM: Apocalypse".

https://en.wikipedia.org/wiki/XCOM


In this case the "grouped element mindset" means not only just using allocators but also avoiding RAII by flattening the traditional pointer- based OOP AST into arrays accessed by handles.


> Casey, meanwhile, has worked on a low-level game development video series for a decade and... never actually shipped a game?

He worked with Jonathan Blow on "The Witness"[0].

As the developer of the "Bink 2" video codec[1] and the animation tool "Granny 3d"[2], his code powers thousands of games.

[0] https://store.steampowered.com/app/210970/The_Witness/, [1] https://www.radgametools.com/bnkmain.htm, [2] https://www.radgametools.com/granny.html


I don't think Casey has ever claimed to be the developer of Bink 2. He usually brings it up when explaining the kind of work that was performed at Rad Game Tools, then explicitly states that his work was largely on Granny 3d in particular.


"Bink [...] was written and researched by [...] mostly Fabian Giesen, Casey Muratori and Jeff Roberts.", Bink Video Credits

https://www.radgametools.com/binkhcrd.htm



It actually goes back to mechanical typewriters, which were limited to 70 to 90 characters per line. Commonly used punch cards also had 80 columns. Both were the inspiration for the 80 characters in computer terminals.


Weeel, actually! ... It dates back to the early days of the printing press, and has been a general convention since then.

Rules can be broken, but not without consequence.


I am really happy with https://wezterm.org/


huh, didn't know wezterm was available for Windows. Awesome!


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