So far I've only used Rust with Astra, but so far this code is like the sloppiest slop i've ever seen. It all works well and the abstractions are pretty damn good, but holy shit this code looks rancid.
@CardilloSamuel This is so true, but in the end I also repeat to myself that they are just tools. As before I was not catching up with every new tool and and shiny thing, I shouldn’t do the same now
Speed comparison for queries in @InfluxDB is crazy, if made by gemini 20+ mins, but if correctly optimized is 18s for the same amount of rows retrieved. @DanielLockyer the rush you get from optimization is real, even if I'm just a beginner
@thsottiaux What I always do is: create a new branch then create a new worktree. A single “button” to go to a new branch and new worktree from current branch head would be really nice
Star Fox 64, running natively on iPhone and iPad.
Native ARM64 app. Metal rendering. 2x internal resolution and MSAA in settings. Touch controls. Controller support. Running on real hardware.
Not an emulator, and not streaming from a Mac. HarbourMasters built Starship, the native source port. I built StarshipPad on top: the iOS/iPadOS layer, Files import, on-device setup, and mobile lifecycle.
The surprise is iPhone: it doesn’t feel like a compromise. It feels like a real way to play.
I used Codex 5.6 Sol to do the iOS integration work.
Source, build guide, and ROM-free IPA below.
The Legend of Zelda: Majora’s Mask, running natively on iOS and iPadOS.
After Ocarina, everyone asked me to bring Majora’s Mask over next. So here it is.
Not an emulator. MaskPad is built on Harbour Masters’ 2 Ship 2 Harkinian, itself built from the community Majora’s Mask decompilation. My work was adapting that existing source port into a native ARM64 iOS/iPadOS app rendering through Metal.
No N64 hardware being simulated, no ROM interpreted at runtime, no streaming from a Mac. 2S2H isn’t stuck at the N64’s 240p and 20fps. Widescreen, full resolution, 60fps rendering.
This game deserves a controller, so native game-controller support is built in. Touch, keyboard, and mouse work too.
I used Codex 5.6 Sol to build MaskPad’s iOS layer. Source and guide below.
The Elder Scrolls II: Daggerfall, running natively on Apple’s iOS platform, built specifically for iPadOS through Daggerfall Unity.
DaggerPad is the first touch-native Daggerfall Unity release for iPadOS.
Not DOSBox. Not an emulator. Not streaming from a Mac. Daggerfall Unity is compiled into a native ARM64 app through IL2CPP and renders through Metal.
It took some time to get Daggerfall working and looking good with touch controls, but I think I’ve nailed it. It works great. Yes, you can use a keyboard/mouse.
I used 5.6 Sol to build the iPadOS layer. Open sourcing it all below.
Caesar III, running natively on iPad and iOS.
Caesar III has never had a public iPad build. As far as I can find, nobody has even posted video of it running on one before.
Not an emulator. CaesarPad runs Augustus as a native ARM64 iPadOS app. No Windows machine being simulated, no game being streamed from a Mac.
The game was built for a mouse in 1998. Apple Pencil might be better.
Place buildings, draw roads, open advisors and run the city by touching it directly. Fingers move and zoom the map while Pencil handles precision.
Classic Age of Empires will have to wait. This Saturday, we build Rome.
I used Codex 5.6 Sol to build the iPad layer. Open sourcing it all below.
I think it’s really coming along quite nicely. Three modes of play now!
I am really trying to make Trainer/Wild Pokemon encounters take full advantage of XR. While also trying to keep the original style intact..
So please be patient with me as I continue cooking that 🥹
Our models are way over parameterized, our learning algorithms are still incredibly slow, our machines are too power hungry, and our understanding of intelligence is too shallow. The path goes much, much further. It terrifies me how early we are