vvanders
Joined 11 years ago
Joined 11 years ago
The other thing to keep in mind is that engines are build towards certain strengths/game-types. Trying to do open-world in UE3 required making some fairly invasive and substantial changes as the engine was built more for somewhat on-rails shooter. It didn't support geometry streaming and a number of other things that are needed to seamlessly transition between large open areas. I remember a number of MMO-style games used UE3 purely as a rendering front-end and mostly built the game tick, physics and netcode back up from scratch.
There are "tells" for engines if they aren't tuned properly(i.e. it was really easy to tell UE3 by the 30s frame hitch as the periodic GC ran) but a fair bit of that can be addressed if the team wants to put in the time to enhance or rework the systems involved.
While you can write high performance C++ my experience is that many people will reach for shared_ptr and their like while Rust will force them into proper structure/ownership as Arc and their like have a lot higher friction.
Very common that replay/demo uses the network stack of it's present in a game.
We used to store animation data in mmaped flatbuffers at a previous gig and it worked really well. Kernel would happily prefetch on access and page out under pressure, we could have 10s of MBs of animation data and only pay a couple hundred kb based on access patterns.
Binder handles work just like object capabilities, you can only use what's sent to you and process can delegate out other binder handles.
Android hides most of this behind their permission model but the capability still exist and can be implemented by anyone in the system.
It also depends on the team, some teams have a high density of seasoned experts who've made the mistakes and know what to avoid but I think the history on mem vulns show that it's very hard to keep that bar consistently across large codebases or disperse teams.
My experience is that Rust guides you towards defaults that tend to not hit those things and for the cases where you really do need that fine grained control unsafe blocks with direct pointer access are available(and I've used them when needed).
One of my favorite blogs on the topic https://ferd.ca/the-zen-of-erlang.html that does a great job of covering how Erlang approached the topic, lots of learnings that can be applied more broadly.
The advice in the article is great, and much of it resonates with what I have seen over my career as well.
Don't get me wrong I'm glad they're responding to feedback but the feedback shouldn't have been required in the first place.
I'm all for better security on products(esp ones that heat up to 300C!) but interoperability with open standards makes it a better product overall and given the direction we've seen in the IoT space I think they've done quite a bit of damage(even if not intentionally) by not taking more care in this area.
Totally understand if it's something that could change/break in future updates but the language about it being "exploited" is a bummer, you would think extending/documenting that would actually drive further adoption of the printers by building a more robust ecosystem around them.