elisee

Joined 15 years ago

Karma
2,259
Submissions
323
Member since
Mar 19
Game developer. https://twitter.com/elisee
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Recent submissions

Comment · 2 years ago
From https://ladybird.org/why-ladybird.html

    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 CEO
Comment · 3 years ago
You might want to append `+ window.location.search` after the pathname for pages such as this very one to open properly.
Comment · 4 years ago
From my experience building it under WSL on a reasonably recent laptop: from cloning the Git repo to seeing SerenityOS pop up in QEMU, maybe half an hour. A lot of it is downloading and building the toolchain.

And 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.

Comment · 5 years ago
Comment · 5 years ago
Andreas has recently mentioned that SerenityOS is meant to be an English-language OS. (Might have been on Discord or a Q&A video, not sure.)

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.

Comment · 5 years ago
Most likely a reference to the word in the serenity prayer, which is what SerenityOS is named after (Andreas mentioned it a few times in his videos).
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Comment · 5 years ago
Andreas has been making videos (https://www.youtube.com/c/AndreasKling/videos) sharing his journey: technical ones working on some part of the system, as well as more personal ones talking about his philosophy, struggles and moments of joy.

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.

Comment · 5 years ago
Comment · 5 years ago
Haha I feel your pain, I did the same initially, took a few rewrites over the years to get to something I'm happy with and runs well.
Comment · 5 years ago
There's a central Deno server program called the switchboard, which serves static content, runs a small REST API for account management / login, and starts a WebSocket server for game servers to register themselves.

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!

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