A
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.
What HN saysCommenters link his posts on porting Unity to CoreCLR and Burst, and mention his Crinkler compression article as a compression reference.
17HN people shared it
5linked it in comments
20stories submitted
451story points
3 years agolast shared
2015people per year2026
Most-shared posts
- 1Porting the Unity Engine to .NET CoreCLR6 people · 203 points · first shared 2018 · 40 comments on HN
- 2Behind the Burst Compiler4 people · 88 points · first shared 2019 · 4 comments on HN
- 3The Stark Programming Language Experiment2 people · 3 points · first shared 2017 · discussion on HN
- 4Generate automatically async/await code from sync code with Roslyn2 people · 2 points · first shared 2018 · discussion on HN
- 5Crinkler secrets, 4k intro executable compressor at its best (2010)2 people · 1 points · first shared 2017 · discussion on HN
- 6Writing a Managed JIT in C# with CoreCLR1 people · 130 points · first shared 2018 · 27 comments on HN
- 7A new stackalloc operator for reference types with CoreCLR and Roslyn1 people · 7 points · first shared 2015 · discussion on HN
- 8Implementing a Markdown Engine for .NET1 people · 5 points · first shared 2016 · 1 comments on HN
- 9Stark – Native Compiler – Prototype 20191 people · 3 points · first shared 2020 · discussion on HN
- 10The Odyssey of Stark and Melody: Prototyping a New Language and OS w/.NET & seL41 people · 3 points · first shared 2020 · discussion on HN
- 1110x Performance with SIMD Vectorized Code in C#/.NET1 people · 3 points · first shared 2024 · discussion on HN
- 12Stark, Language Design Part I – The Tokens1 people · 2 points · first shared 2017 · discussion on HN
- 13Implementing a Text Templating Language and Engine for .NET1 people · 1 points · first shared 2017 · discussion on HN
- 14Goodbye project json1 people · first shared 2016
What HN people wrote when they linked it
GuB-42 · 2020-09-20
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…
lwansbrough · 2020-08-06
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.
joveian · 2018-08-23
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/
philippelh · 2016-09-06
If you're talking about project.json, it's already dead :/ http://xoofx.com/blog/2016/05/11/goodbye-project-json/