Back to News
Advertisement
Advertisement

⚡ Community Insights

Discussion Sentiment

82% Positive

Analyzed from 1292 words in the discussion.

Trending Topics

#language#odin#rust#languages#llm#programming#more#games#game#better

Discussion (13 Comments)Read Original on HackerNews

pseudony•about 1 hour ago
Having fun with this.

Never bought into rust (have studied, have a (mostly AI-generated app in rust).

Wrote some Zig but Odin is even less overhead for me. I first loved Zigs built-in build system but having tried to wrap/use C libraries from both, I must say I prefer Odin. Wrapping some sqlite 3 API’s for my first little Odin program - just because I need so little of the API that it seems easier this way - and speaking to C from Odin is a pleasure.

That is, imho, where Rust fails the most - the second part is the C++’ish approach to memory management (RAII) - that’s not how systems programming or games (I’m told) tend to work.

To each their own. I had some fun with Rust too, but for me, Odin seems the most appealing :)

frizlab•8 minutes ago
Did you try Swift? Its interoperability with C (and even C++) is great IMHO.
CyberDildonics•about 1 hour ago
That is, imho, where Rust fails the most - the second part is the C++’ish approach to memory management (RAII) - that’s not how systems programming or games (I’m told) tend to work.

What does this mean? Who told you that?

dustbunny•36 minutes ago
Casey Muratori and Jon Blow have pushed this concept frequently.

They largely don't deeply elaborate, which is sad because I am a professional game developer who is interested in precisely presented knowledge so I can apply it to my work.

My interpretation is that games want to allocate large pools of resources, like GPU buffers, cpu memory, etc, and reuse that memory over and over. Ie: Reinitialize it.

In my experience, RAII is my preferred pattern for certain things (std::lock_guard), and you can almost certainly express the majority of these "uber game dev patterns" using RAII/smart pointers/etc, but the c++ implementation of these "uber game dev patterns" tends to be more complicated (and imo esthetically ugly) compared to really well written C.

These new languages (zig, odin, jai) appear to be attempts to improve C to allow an alternative to C++ that doesn't have the ugly baggage that C++ has.

pseudony•6 minutes ago
Games ? Many have talked about it, but many also make their games work inside of Unity and so on, so, depends on the project.

My angle is systems programming, and there, it absolutely matter. If you are performance sensitive, then you try to avoid crossing the user-space -> kernel boundary more than you have to.

Eg, ask for lots of memory, manage with arenas.

Interestingly Odin and Zig both lean into this heavily. Rust went a different route but has tried later to bolt on pluggable allocators.

moron4hire•29 minutes ago
Yeah, that's weird. I first learned about RAII from professional game developers at gamedev.net.
andyfilms1•about 1 hour ago
I've been using Odin for about 6 months now, and to be honest, it's hard to find fault with it. I've used it for STM32 microcontroller firmware, web and desktop applications, and all are performant and compile quickly.

My one issue is (and I'm fully aware it will never happen) I do wish there was some sort of first-class solution to inheritance. I've grown to love procedural programming, but some problems really are just better solved with a more OOP approach. Just because classes exist does not mean they need to be used.

But as far as a language to "get stuff done" with as few tradeoffs as possible, Odin is about as good as I can imagine a language being.

datakan•40 minutes ago
I wonder when we'll see new languages created specifically with LLM's in mind.
lioeters•12 minutes ago
I think it would be better to approach it from the other side, the priority is not to design a language for LLMs but a language more suitable for humans to think with. And not a natural language like English, which is inconsistent and allows illogical formulations, but something like Esperanto or Interlingua (Latino sine flexione). Something that is based on mathematics and logic at the bottom, like Lean, with enough abstraction layers for a person to be able to "speak" with the machine intuitively.
xqb64•21 minutes ago
What would that look like?
datakan•18 minutes ago
I don't know but I would imagine there are a lot of inefficiencies in modern languages from an LLM perspective that it could strip out, reduce token costs, improve speed etc.
moron4hire•10 minutes ago
An LLM-only oriented language doesn't make sense, because without human generated training data there is nothing for the model to learn from.

But if a human-oriented language were to be designed to also be better for LLMs, I think it would involve deeply expressive syntax that can succinctly but distinctly represent a very broad set of common operations. Succinct so context can be managed well, distinct so completions don't confuse one thing for another, broad so as much "reasoning" can be taken away from the LLM as possible. An anti-C. A new take on the goals of Java and Go to be languages that protect the application from the Junior Developers You're Likely To Hire.

I somewhat think it would also involve application state images ala Smalltalk. LLMs seem okay at generating small deltas. Many deltas sequenced together invites compounding error. LLM generated apps are unlikely to lead to common libraries being compentized and extracted out of the application to share with other applications; it seems like LLM code generation is already a "married to a specific project" act already. So, having a living state image might reveal some benefits by leaning into incrementally developing the application in situ, as a whole.

Razengan•about 1 hour ago
This was a pretty funny video for a language launch:

https://www.youtube.com/watch?v=dLPAqXi9In0

yesfinally•40 minutes ago
Like Go and Rust, the coolest thing (and maybe only cool thing) about this language is the name.

Now that LLMs are out of the bag, I expect to see a lot of new programming languages. In such an environment, one is better off promoting what you can do with it, rather than the language itself and its quirks.

Show me what you made with this language - it will help me better understand the use case(s) and trade-offs.

I say it because I see Odin following Rust in that it is relying a lot on its name in marketing. And on these microscopic language quirks that people don't really care about en masse, things people easily work around in other languages.

Doesn't seem very useful (sales-wise) to spend so much time talking about garbage collection or whether or not a language has native tuple support - and also the branding just doesn't matter that much. Go does a better job of this (what is Go's logo? Idk either. I know Swift's though. Go is 4x more popular - both "released" around the same time by similar companies).

JavaScript has the worst name of all time yet it's the most popular language because of how heavily relied upon it is by all kinds of consumer technology.

Python also - not a great name really, still wildly popular because of its use cases (and having a high quality library ecosystem).

Turbopack was a great example of when, why, where, to use a new, novel language (Rust) in an area I'd never consider it (web dev). It also opens my mind up to Rust doing other things like that in the ecosystem where I'd never consider it before. Now I kinda know what Rust is for.

This is maybe the best example I've found for Odin: https://odin-lang.org/showcase/solar_storm/

It opens up questions like "is it designed only for graphics and GUIs or is it more backend in general, is it low level systems or network" etc. then after that I'd ask whether or not it's strongly typed, compiled, and get into all those language quirks (which don't matter that much).

After seeing the game demo, I read that it wraps basically every major GL - more questions related to graphics programming but then the site keeps saying:

"The Data Oriented Language"

...on every page.

Up until now I had began to think it was a graphics oriented language, with all the GPU talk and game dev demos. But now it's a data language? And what does that even mean?

Then there's a book for sale that I keep running into. This isn't helping!

I love the name "Odin", and I like the idea of a new graphics-oriented programming language that somehow does something useful. Push me over the edge! Help me fall for this thing, it's so much like Rust in this way - seems amazing! But why? Why do I want this?

If it were me: I'd narrowly focus on 1 thing at first, something controversial and powerful - private MMO servers with good server-side physics and anti-cheat, or torrents, or running local AI models.

Build a beautiful IDE designed around your language ecosystem (that works for other languages too) and give it away for free. Optionally include a 7b LLM in the IDE to autocomplete Odin syntax to teach people the language. Get private servers for games like WoW and FF14 (illegal in most countries) online and teach people how to deploy their own. Tout the fact that no backend language in all of gaming can simulate physics to such a degree (fluid dynamics, etc.) and that no front-end language in gaming wraps all major GL providers so seamlessly in a single, easy-to-learn syntax.

Make the IDE icy af

pclowes•34 minutes ago
Interesting, I am thinking/expecting we will see a massive decrease in new languages. Or people might make new languages but the will not get any adoption.

A new language now has to clear the ever growing hurdle of not being in the LLM training data.

Unless the language provides an absolutely incredible technical or runtime advantage over every other language that LLMs “speak” well I think it will really struggle to gain adoption.

Additionally, a language’s qualitative benefits to human writers arguably matters less and less.

I used to live in my IDE. Now I use it maybe an hour each day even in a JVM based language. IDEs dont really matter as much anymore.