elisee
Joined 15 years ago
Joined 15 years ago
The world needs a browser that puts people first, contributes to open standards using a brand new engine, and is free from advertising's influence.
This is why I've co-founded the Ladybird Browser Initiative with Andreas and my family has pledged $1M to support Ladybird's development. I believe in Ladybird and I believe in Andreas' vision, and I hope you'll help us support an open, independent browser that supports you.
Chris Wanstrath
GitHub Founder & former CEOAnd then incremental rebuilds (when I go and pull the latest changes once in a while to see what's new) take anywhere between 1-10 minutes, depending on what changed exactly. YMMV.
For an entire operating system, it's pretty cool already! I wonder if C++20 modules will take it down some more, it's been mentioned a few times as something to investigate.
I don't know much about the subject to be fair.
I believe his rationale is that other languages are generally awkward at talking about technical stuff, and SerenityOS is addressed at technical users anyway. In my own experience as a French native speaker, I do tend to prefer all my software to be in English rather than getting the awkwardly-translated-in-French version.
As far as accessibility goes, like anything in the project, it's up to someone passionate to step up and work on it.
The monthly progress videos are also nice in that regard.
I'm just one of many but I'm guessing his sincerity combined with his technical abilities make it all very compelling to watch and contribute with money or code, even though the system isn't at a point where you would want to use it.
Basically: it's a fun, open, ambitious project whose story is being told mainly through videos, with a kind and interesting person behind it.
Each game server (a stand-alone Deno program that might or might not run on its own machine) connects to the switchboard over websocket and authenticates itself with an API key (since people will be able to make their own game servers).
When a player wants to join a server, they POST a request to the switchboard, which gives them back a token that they can send to the game server after establishing a WebSocket connection to it. The game server checks the token with the switchboard and gets back public user account info if it's valid.
Each game server's logic is currently single-threaded. I guess we might end up offloading some work to WebWorkers later on.
A server can publish some state info through the switchboard that will be broadcasted to other servers from the same user. This is used to show player counts in game rooms from a lobby, things like that.
I run the whole thing on a couple cheap Scaleway servers, with Cloudflare in front (no AWS nor containers or anything of the sort). My previous platform, built with Node.js (https://jklm.fun) is able to sustain at least 2000 concurrent players like that, though admittedly those are board-like games which are not very demanding, unlike the games for Sparks.land which will be more fully-fledged... so we'll see how that holds up!