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Last year I made a presentation to Unite LA, the dotnetos conference in Warsaw and to the dotnext conference in Moscow of the burst compiler that we have been working on for the past two years at Unity In a nutshell: The burst compiler is a technology aimed at unlocking performance for a subset of C# code beyond what C++ has been usually able to do, by translating .NET IL code into highly efficien
As you may know, in .NET CoreCLR (and Mono), the JIT has been entirely written in C/C++. That's sometimes even a joke used by C++ developers to remind the enthusiastic C# developer crowd that their ecosystem is being actually ran by C++. And that's the story of any new language (including C), a simple chicken-egg story, that requires to use an existing, more primitive, language and compiler (and a
NOTE: This work was a prototype as we don't have yet an official roadmap and timetable in mind to bring this to Unity, more on that later this year hopefully ;) This blog post is also my own opinionated vision on the subject, but Unity may have different plans and constraints across the teams involved on this. So it may not be the direction Unity will take in the end! NOTE about IL2CPP: Even if Un
In the past years, while using intensively C# for developing game engines and various libraries, I have been struggling with many limitations of the language and runtime and tried to mitigate these by using whatever unsafe/IL/native code could help, but of course, there are many things you can't just solve with basic workarounds... A few years ago, when I first read the paper Uniqueness and Refere
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