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Is this a problem that the specification does not allow more than a certain amount of frequencies per antenna and more are needed? As in, If it's so easy to saturate an antenna, shouldn't the extra frequencies, speed and bandwidth be used for allowing more connections instead first?
During all Obama's presidency, did Republicans manage to keep being the ruling party somehow? because it seems even with a Democrat president Obama can't pass any law without going through them.
Or is all this democrat/republican thing just theater and Obama pretends to be the good guy failing to fight to the bad guys?
Or something else going on?
High-resolution images taken from orbit have identified its landing location, and it looks to be in one piece.
The UK-led probe tried to make a soft touchdown on the dusty world on Christmas Day, 2003, using parachutes and airbags — but no radio contact was ever made with the probe.
Many scientists assumed it had been destroyed in a high-velocity impact."
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It is also not a problem exclusive to GDScript, and might still happen with C#, C++ and other languages.
So, given in far most cases the situation you describe does not apply, using a custom language in this case seems more like "using the best tool for the job " principle.
Unity and Leadwerks are not opensource.
It was opensourced because it failed as commercial offering, developers did not want to use it back then and that fact will not change even if you offer them money.
-They are dog slow because every indexing is a lookup in a hash table.
-They don't have proper multi-thread support (with ability to share context between threads), this is essential for videogames. They either not support it or have a global lock.
-They do not support vector types natively (Vector2,Vector3,Matrix2,Matrix3,Matrix4,etc) which are also essential to video games (and binding as usretype is really slow)
-Have terrible means of GC, which are also not designed for video games. GCs usually "stop the world" to work, and when they are run incrementally they can leak memory without the user noticing. Even Unity has problems with this with C#.
Why is it so difficult to understand that Godot has created a custom script language to avoid the problems mentioned above, because the "existing languages" everyone suggests are not designed for videogames and real-time?
Is it so important to use an existing language, even at the cost of poorer performance and worse integration?. GDScript also tries to be as similar as possible to Python, to ease the transition.
Seriously though, I have used JMonkeyEngine and it is sort of hit and miss. Godot architecture, features, platform deploy, animation tools, etc. are a lot more mature, please give it a chance when you have time.
It sports an impressive amount of features, and it's the only game engine with visual tools (code editor, scripting, debugger, 3D engine, 2D engine, physics, multi-platform deploy, etc) on a scale comparable to commercial offerings. As a plus, the user interface runs natively on Linux. Godot has amassed a healthy user community (through forum, Facebook and IRC) since it went public, and was used to publish commercial games in the Latin American and European markets such as "Ultimo Carnaval" with publisher Square Enix, or "The Mystery Team" by Sony Computer Entertainment Europe."
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I fail to understand why do they spend so much time using robots, while modern physics engines can do these kind of simulations infinitely more efficiently and at a fraction of the cost and time.
This is why I say, there IS a shortage, the problem is that some people does not want to stop being paid high wages.