The topic of always-online live-service games shutting down and ultimately becoming unplayable has been a popular topic of internet discourse for many years. Through my work on Towerborne I've seen first-hand just how challenging and time-consuming it can be to make a game originally designed like this work offline. Every game has its own unique challenges in both design and technical architecture, making offlining a uniquely complex undertaking that is hard to understand for many of its players. However, the Native AOT approach we leveraged shows that it is possible and I hope other developers finding themselves in a similar position find it useful in showcasing one possible path.
In December I wrote about package managers using git as a database, and how Cargo’s index, Homebrew’s taps, Go’s module proxy, and CocoaPods’ Specs repo all hit the same wall once their access patterns outgrew what a git repo is designed for.
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1 Go stacks do not have any alloca-style mechanism for
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Photograph: Brad Bourque