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My point boiled down is that I literally do not believe you understand at all that this which I also linked earlier, is what modern Object Pascal goes as least as far as the kind of stuff I'm personally generally interested in.
Earlier this year I had no choice to make use of Switch Toolbox for example in the process of putting together this texture pack for Pokemon Legends Arceus
A great counter example of your argument is Synthesis and Mutagen, they absolutely crush xEdit's patchers in performance, often completely loading, parsing, patching and saving an entire Skyrim load order in less than a second. And they do this via modern concepts of flyweight views, "copy on mutation" semantics, and scatter/gather multithreading. Likewise you need go no further than compare the code of BSArch with that of Wabbajack's BSA routines to see drastically cleaner code in C# that even *performs faster*.
A great counter example of your argument is Synthesis and Mutagen, they absolutely crush xEdit's patchers in performance, often completely loading, parsing, patching and saving an entire Skyrim load order in less than a second. And they do this via modern concepts of flyweight views, "copy on mutation" semantics, and scatter/gather multithreading. Likewise you need go no further than compare the code of BSArch with that of Wabbajack's BSA routines to see drastically cleaner code in C# that even *performs faster*.