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All that makes sense to me. That said, thanks to goroutines and channels, you can be writing out that firehose and not have to worry too much about loosing your 60 FPS (with caveats, of course, but with buffering you can do, say, 6000 log writes a second and not have to worry about overwhelming your disks too much).

and pray that it is still there, 60 times a second is 60 times a second

Great thing about memory, most gaming and development machines have gobs of it. You could allocate upwards of 600mb to the ring buffer and not feel the pinch. That's a lot of data, especially if you want to get creative and store pointers in there to other large structures in memory (such as a copy of a texture or mesh).

Ultimately, though, I agree. Full GDB support would be better; logging like this is just a stopgap.

You could allocate upwards of 600mb to the ring buffer and not feel the pinch.

Touche.

Ultimately, though, I agree. Full GDB support would be better; logging like this is just a stopgap.

Looks like one of us will need to man up one of these days and make a decent debugging experience. I'm just worried that the people at the helm of Go aren't taking this seriously enough. I've seen one or two quotes with them indicating that they believe printf is enough.

If you want Windows developer mindshare (keeping in mind that a fair amount of gamedevs are Windows/VS users) you're going to need some competitive tooling, they will give you tons of leniency, but if you ask them to printf they will go running back into the arms of the Visual Studio debugger.

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