@krzysztofmmaj Jak bronimy się przed rzucaniem ochłapnych portów? Przecież producent może przenieść grę na konsolę konkurenta w najtańszy, najgorszy możliwy sposób. Nie optymalizować jej pod jego sprzęt. Spełnić absolutne minimum żeby odbębnić swoje.
@krzysztofmmaj Jak miałoby brzmieć takie prawo? Gra musi być wypuszczona na wszystkie konsole? To niemożliwe. To może jakiś próg, np. minimalnie na dwóch konsolach konkurenta? A co jeśli sprzęt wymaga znacznych, kosztownych inwestycji w przenośność tytułu? Czy to nie morduje indie gierek?
@Genshin_HU_Info Vision holders have their constellation pinned to the firmament which sets their fate in stone and Sandrone's character is kinda against that whole thing so it makes sense
@steipete Managing risk & quality assessment of downstream tech is also part of engineering. The notion of "technical" doesn't envelop just writing code.
@filpizlo Yeah, but it's also slower and comes with a runtime cost, so what's the point? For non-performance critical legacy architecture, maybe. Software used to be efficient, now it's not. I don't need the ever-present browser to incur additional cost on top, it's already terrible.
@Strange2048@jarredsumner ...HOWEVER manual memory management makes it easier to leak by accident. In Rust, you'd rarely find yourself in a situation where you need to leak. But if you need it, it's explicit. The gains from switching to Rust are two fold; one is memory safety, other is easier management.
@Strange2048@jarredsumner Memory leaks aren't inherently memory unsafe, as they don't violate memory access rules. They don't introduce UB, the worst that could happen is an OOM, and OOMs can be triggered even by correct code. They can be a problem, but it's an entirely different class of problems.