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Porting my JavaScript game engine to C for no reason

phoboslab.org

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Re: Porting my JavaScript game engine to C for no reason

#91

Honestly I would never ever execute any code from this guy. He is the inventor/founder behind the coinhive crypto mining network. [1] This guy made billions illegally [2], and maintained the biggest ransomware crypto coin network for years, by offering the tools and SDKs to fund dozens of cyber war involved agencies across the planet. [3] I have no idea how he got away with it, because his name keeps appearing in lot…

I find this context helpful, but I wish it was written in a less personal and a more objective way.

Which of these sources is about the doxxing campaign? Or about making billions for that matter? And what kind of billions, monero or $?

Re: Porting my JavaScript game engine to C for no reason

#94
post #91

Honestly I would never ever execute any code from this guy. He is the inventor/founder behind the coinhive crypto mining network. [1] This guy made billions illegally [2], and maintained the biggest ransomware crypto coin network for years, by offering the tools and SDKs to fund dozens of cyber war involved agencies across the planet. [3] I have no idea how he got away with it, because his name keeps appearing in lot…

I find this context helpful, but I wish it was written in a less personal and a more objective way. Which of these sources is about the doxxing campaign? Or about making billions for that matter? And what kind of billions, monero or $?

Added some more links/news because I was on the mobile before.

If you google "doxxing brian krebs pr0gramm" you will find lots of other news sources, same as for "coinhive trade volume", as it was the platform that made monero/XMR the biggest cryptojacking platform.

Re: Porting my JavaScript game engine to C for no reason

#95
post #61

Earlier quoted context omitted.

Huh. Never would have guessed. I am sure there were many “fancy” effects in the game, but during my playthrough, it all felt like it would have been achievable on a SNES.

It's not about that. They are talking about complications in general when porting a JavaScript game to Switch. See https://news.ycombinator.com/item?id=41155807

That is to be expected by anything that isn't C, C++ and Assembly, also why Unity has IL2CPP.

Even Rust is going to be heroic levels until console vendors decide it is an acceptable language to be made available on their devkits.

Re: Porting my JavaScript game engine to C for no reason

#96
post #91

Earlier quoted context omitted.

I find this context helpful, but I wish it was written in a less personal and a more objective way. Which of these sources is about the doxxing campaign? Or about making billions for that matter? And what kind of billions, monero or $?

Added some more links/news because I was on the mobile before. If you google "doxxing brian krebs pr0gramm" you will find lots of other news sources, same as for "coinhive trade volume", as it was the platform that made monero/XMR the biggest cryptojacking platform.

> If you google "doxxing brian krebs pr0gramm" you will find lots of other news sources

I found no doxxing, I read that they organized a fundraiser, donated to cancer research, and even Brian Krebs wrote that “the response from pr0gramm members has been remarkably positive overall.”[1]

[1]: https://krebsonsecurity.com/2018/03/coinhive-expose-prompts-...

Re: Porting my JavaScript game engine to C for no reason

#97
post #96

Earlier quoted context omitted.

Added some more links/news because I was on the mobile before. If you google "doxxing brian krebs pr0gramm" you will find lots of other news sources, same as for "coinhive trade volume", as it was the platform that made monero/XMR the biggest cryptojacking platform.

> If you google "doxxing brian krebs pr0gramm" you will find lots of other news sources I found no doxxing, I read that they organized a fundraiser, donated to cancer research, and even Brian Krebs wrote that “the response from pr0gramm members has been remarkably positive overall.”[1] [1]: https://krebsonsecurity.com/2018/03/coinhive-expose-prompts-...

[deleted]

Re: Porting my JavaScript game engine to C for no reason

#98
post #38

Earlier quoted context omitted.

You don't need multithreading to get concurrent asset streaming, a completion callback or async-await-style code will work too (after all, that's how most Javascript web games load their assets "in the background"). Also, browsers typically restrict concurrent download streams to about 6 (the exact number is entirely up to the browser though) - so you can have at most 6 asset files 'in flight'. In the end you are sti…

None of that worked out of the box, and we also spent most of the loading time CPU bound, processing the individual assets after they arrived over the wire. That was a blocking, non-async operation.

Then the next question is why your asset formats require such heavy processing after loading. Normally you'd convert any data into custom engine formats in an offline step in the asset pipeline so that the files can be dumped directly into memory ready for the engine (and 3D API) to be used without an expensive deserialization process.

FWIW, POSIX style multithreading in WASM is supported everywhere for a while now again (it was disabled after Spectre/Meltdown) but is locked behind special COOP/COEP HTTP headers for security reasons (so you either need to be able to configure the web server to return those headers, or use a service worker to inject the headers on the client side.

Re: Porting my JavaScript game engine to C for no reason

#100
post #80

> Except for SDL2, all libraries are bundled here (see the libs/ directory). https://github.com/phoboslab/high_impact#libraries-used yep. exactly why I dont use C anymore. the package management story is so bad/non existent, that the typical approach is to just vendor everything. no thanks.

Isn't the common approach to tell people to install packages from their distribution?
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