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Microsoft Dependency Has Risks

(blog.miloslavhomer.cz)
152 points ArcHound | 2 comments | | HN request time: 0s | source
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bob1029 ◴[] No.44382065[source]
The trick with Microsoft is to very carefully separate the good parts from the bad ones.

Labeling all of Microsoft as banned is really constraining your technology options. This is a gigantic organization with a very diverse set of people in it.

There aren't many things like .NET, MSSQL and Visual Studio out there. The debugger experience in VS is the holy grail if you have super nasty real world technology situations. There's a reason every AAA game engine depends on it in some way.

Azure and Windows are where things start to get bad with Microsoft.

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gerdesj ◴[] No.44382293[source]
"There aren't many things like .NET, MSSQL and Visual Studio out there. The debugger experience in VS is the holy grail if you have super nasty real world technology situations. There's a reason every AAA game engine depends on it in some way."

I'm not interested in AAA games engines writing and nor is most of the world. If that is it, then you have damned MS with (very) faint praise.

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privatelypublic ◴[] No.44382385[source]
I think you misunderstand- game engines are complex beasts and visual studio and/or .Net (in any of its incarnations) have the best debugging workflow I've seen.

Typescript is also Microsoft. So is ONNX.

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1. ruszki ◴[] No.44384967[source]
What makes it better than say IntelliJ? Is there some feature which helps you more with debugging?
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2. dagw ◴[] No.44385350[source]
It's been a few years since I've used Visual Studio, but for longest time its support for debugging multithreaded and GPU code was unmatched. This is one of the main reasons game developers loved VS. It also had good support for mixed language debugging which is very useful when your C# code calls a C++ library for example.