trzeci
From the product perspective, it occupies a different market than Emscripten, and I don't see it's good comparison. Your product is borderline optimized to run C++ code on Web (and Coi is a cherry on top of that). Where Emscripten is made to make native C++ application to run on Web - without significant changes to the original source itself.
Now, the `webcc::fush()` - what are your thoughts about scalability of the op-codes parsing? Right now it's switch/case based.
The flushing part can be tricky, as I see cases when main logic doesn't care about immediate response/sharing data - and it would be good to have a single flush on the end of the frame, and sometimes you'd like to pass data from C++ while it's in its life scope. On top of that, I'd be no surprised that control of what flushes is lost.
(I'm speaking from a game developer perspective, some issues I'm thinking aloud might be exaggerated)
Last, some suggestion what would make developers more happy is to provide a way to change wasm compilation flags - as a C++ developer I'd love to compile debug wasm code with DWARF, so I can debug with C++ sources.
To wrap up - I'm very impressed about the idea and execution. Phenomenal work!
The subscription for bed is not, it locks artificially features to pay monthly. Even more, it collecs data to improve the product (which sounds good) - but you need to pay for this. They have an ability to run model locally - they choose to not.
I like Topaz approach: you have an ability over some time (subscription period) to have up to date model that will help you recognise snoring etc, then if you choose not to pay - you stick with this model, but it still works.
Subscription in addition is something that limits an ability to sell it in the future.
Mozilla closes 21 years old bug in Firefox
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By removing the debugging ability it's almost pushing the responsibility onto publishers/developers to say "hey, we don't support iOS 10 anymore - we are these bad guys".
In a case when we would like to provide the best possible experience to all players (even if the market share is less than 1%) - I consider as a regression, an unnecessary change and complication.
And yes, people still use iOS 10, and at scale we should be able to troubleshoot problems on that iOS.
The current solution that works only for Chrome and allows to use DWARF is an improvement but it has lot's of limitations: One of them is the limit of 4GiB (or 2GiB - don't remember) of DWARF file. Secondly - the entire browser tends to crash with that plugin on larger projects.
VPN is the only valuable option for me unfortunately.
I'd rather discuss about challenges in the production or testing process. Perhaps discuss future of the base old gen consoles (This is a first title that has quite different content between PS4 and PS5).
Discussing about game itself is polarizing, I know people hate this game, I know people love it and people don't care.
Also I'd be skeptical to some extend on this. Maybe back in time when a chip fail ratio was lower was a case. But now, there is a quite measurable amount of chips not passing requirements for a high tier cards, but can be used in the lower models (with limited amount of cores etc or worse thermal efficiency).