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searching PlanetScale…
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31.
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by
ewmailing
11y ago
Speaking to its small and high quality implementations, Verisign gave a talk on how they used it for their high availability/performance servers. Rather than the usual throw more hardware redundancy at the problem, they went the other
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by
ewmailing
11y ago
Actually, Grim Fandango was the very first known game to use Lua and wasn't due to any hotness. Bret Mogilefsky, who against skepticism, dared to try to create a new scripting engine to replace the aging SCUMM engine. He was given the
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by
ewmailing
11y ago
BlurrrSDK: Write native cross-platform 2D games in C, Lua, JavaScript or Swift. (iOS, Android, SteamOS/Linux, OS X, Windows, Raspberry Pi). I just posted a demo video yesterday of Swift development for Android. I think this could be th
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by
ewmailing
11y ago
I've never heard of a 64-bit armv7. So I decided to look it up. Looks like this Reddit thread already said a lot of these things, i.e. armv7 is 32-bit, the document is blank, one of these things (armv7 or 64-bit) is an error: https:&#
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by
ewmailing
11y ago
You are correct. The naming scheme is confusing as heck. When Android device manufactures transitioned to armv7, a dev tools company I worked with at the time made the decision to drop armv5/armv6 support. But users were absolutely con
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by
ewmailing
11y ago
AT&T kept trying to get me to sign up for years, and I would have done so, except every time they kept finding out they had not built the service into my zone.
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by
ewmailing
11y ago
In addition to the Bionic short-comings already mentioned here, there appears to be other work to deal with the fact that things must be cross-compiled in a way that you can build a compiler for your host machine, but generate Android binar
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by
ewmailing
11y ago
I haven't used React Native, but I've done quite a bit with native bridging with JavaScriptCore and v8. If your performance bottlenecks are crossing the Javascript-to-native boundary, JIT can't help you. And crossing the brid
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by
ewmailing
11y ago
Hello, I’m the person who made the video. I’ve been developing a new SDK called Blurrr. I wanted to share this video showing a cross-platform development scenario using Swift language to make an app for SteamOS (Linux), OS X, iOS, and Raspb