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> For instance, if a game wants to support mods via wasm, it could give the mods APIs to the game world but not to the network or filesystem. This is, IMO, pre
by danShumway 7y ago
> For instance, if a game wants to support mods via wasm, it could give the mods APIs to the game world but not to the network or filesystem.
This is, IMO, pretty huge. I'm building a game right now that supports clientside NodeJS mods, and figuring out sandboxing has been a huge pain. Similarly, I've been trying to figure out how to sandbox some of our dependencies at work and in personal projects.
I want to be able to let someone mod my games in any language, and distribute them however they want, while still providing guarantees to my users that the worst a mod can possibly do is maybe freeze your computer or something.
So much of the problems the OP describes ring true to me; it's a very exciting project.