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⛧ esoterik ⛧

probably preaching to the choir about this but it's really frustrating to come back to old game projects and find out they don't work anymore.

#uxn isn't a perfect target for my games but at least it's a manageable one that is unlikely to rot away into nothingness.

4 comments
Devine Lu Linvega

@d6 I know the feels :'(

When I look at all the iOS and Unity projects that have all turned to dust due to API changes, it must amount to thousands of hours lost to crafting these little worlds that will never be visited again.

And when I see the incredible rate at which our Electron apps are degrading now, I feel like this whole bunch is about to join the rest at any moment.

gustav

@neauoire @d6 My latest project is codenamed "permanence" and is a simple 2d/3d framework that is also a virtual machine based on WebAssembly (not web related though). When you're finished, you build your game artifact _once_ and then it works "indefinitely", just like uxn roms. New platforms can be added in the future. Biggest benefit is that only one person needs to port the runner and all games start working again. Downside is that the API is locked.

Devine Lu Linvega

@gustav @d6 before building uxn I looked at wasm, but the specs were too hard for me to implement. Have you tried making an implementation of wasm, asking out of curiosity?

gustav

@neauoire @d6 I plan to but haven't yet (currently using a lib). For dev I statically link the "runner" to the game to ease debugging (Wasm ecosystem lacking here). Wasm might be too complicated as you say, but I like the ability for users to choose their own language. A downside seems to be that different compilers rely on different conventions and ABIs and some make it difficult to compile to plain Wasm without the whole of libc (Wasi and the likes).

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