I'm very hopeful for the possibility of using bluesky for blob data.
A friend and I had considered looking into storing DOOM WADs on bluesky so that "map packs" could be shared in the same way posts are. Follow an account, a list, or a starter pack, and you could theoretically modify GZDoom or some other client to know how to search and view any WADs posted by those accounts. Like how the Steam Workshop works, except it's via bluesky. :D
This is a cool idea, are you thinking of self-hosting this or on their servers? Have they mentioned anything about any guidelines for what their blob storage can be used for? I know doom is small and that's a great idea, a workshop is a perfect example of how this can be used. I'm just wondering if this can be abused to outsource large server space.
Back in 2011/2012 I worked for a small game development company and at my recommendation we moved all our assets under 100kb into an sqlite3 db, and then made a "pak file" and stored offsets to said files inside the sqlite3 db (and this was done because there was a post-mortem talk given by Richard Hipp where he said in hindsight he'd wish blobs had been treated more like an inode, where they were an offset further into the database and blobs were just appended to the file)
It was hella fast how quickly we could load our assets (this was for a mobile game so only a handful of assets were not in the db). It's been neat seeing people adopt it further.
One aspect someone might also not realize is you can store near infinite metadata alongside your content, so you can always just query the database to find "similar" files. We threw so much metadata into the DB and I think in the end the pak file was 200MB, and the database was something like 20MB. Again, this was a mobile game. I think the worst thing we had happen on the client side was a single double inner join that we couldn't figure out how to reduce due to some server side complexity (we weren't able to implement the server, which was frustrating as the people we worked with were very bad™ at software development so our builds would break out of nowhere when they would change the entire backend spec without alerting us )
We also used a separate sqlite3 database for game replays so you could (post match completion) replay an entire game and see what each opponent was doing during said game. This was super nice for automated testing as well.
I did open an issue on GitHub with the CPython implementation and it's being looked into. The crash happens for sure in the debug version of Python. However we're seeing valgrind and address sanitizer fire off for the upcoming 3.13 release in release mode when using the C API as I showed in my example. However, this behavior only appears to occur when embedding python directly, not via extending it, into an application. Because of how the (hidden because it is experimental) `_xxsubinterpreters` module works internally, it's extra internal bookkeeping seems to give enough time for the race condition to disappear.
It might not have been obvious, but I used the currently available Python 3.12.5 release. However upon filing a ticket, and being asked for more testing, we found this issue persists into 3.13 and 3.14 alpha with and without the GIL disabled :(
In the TV show "The Orville" a character has their matter replicator create "500 cigarettes", but it only created 463 after someone counted them all. This is a meme that's been making the rounds for a few weeks in some circles now.
It was entered into the second chance pool[1]. Interim posts were probably not as popular because I accidentally broke my site's CSS briefly that wasn't obvious in the preview deployments, but was present on the actual site. I only noticed about an hour ago
It should be a brighter orange closer to what you see on HN's top bar. I've been waffling on the magenta. It works "fine" in low usage. This is the first post where I used it a great deal. I'm gonna be spending some time working with the colors over the weekend, as you're the 5th person to say something to me about it.
It could be worse, however. My last design would flashbang you, even if you used darkreader
The public vs. private aspect also affects inheritance. structs publicly inherit from base types by default, classes privately inherit from base types.
The compiler version thing is definitely an issue. That said, if you're worried about having to litter `if/endif` calls all over the place, I recommend you look into CMake's generator expressions.
relative rpath support was added very recently and will be in the CMake 3.14 release. It's a shame it took this long to make it in.
third party libraries can be imported via add_library, and then setting the imported location. This allows, I should note, the ability to link against both static and dynamic libraries.
IXM is being developed to make it easier to do the layout system as well as make the 80% you've mentioned here basically a non-issue, and comes with a fairly decent (in my opinion) default layout. Because it's not even in an alpha state I've not had time to document it.
(Also, I am working on a build system replacement for CMake, which includes a compiler frontend translator so you can solve the cross platform compiler flag issue. CMake is simply being used to "brute"strap the project until it is self hosting)
To be fair, CMake's language was first created somewhere back in 1996. It's quite old at this point and is basically in the "sunk cost fallacy" range of existence.
A friend and I had considered looking into storing DOOM WADs on bluesky so that "map packs" could be shared in the same way posts are. Follow an account, a list, or a starter pack, and you could theoretically modify GZDoom or some other client to know how to search and view any WADs posted by those accounts. Like how the Steam Workshop works, except it's via bluesky. :D