5,537 karma · joined January 26, 2011
@AshleyGullen@mastodon.gamedev.place
https://www.construct.net/en/blogs/ashleys-blog-2
In the real world though, backwards compatibility reigns supreme. Even if you do go and make a better thing, nobody will use it until it can do the vast majority of what the old thing did. Even then, switching is costly, so a huge chunk of people just won't. Now you have two systems to maintain and arguably an even bigger mess. See Win32 vs. WinRT vs. Windows App SDK or however many else there are now.
So if you're serious about improving big mature platforms, you need a very good plan for how you will handle the transition. Perhaps a new API with a compatibility layer on top is a good approach, but the compatibility layer has to have exactly 100% fidelity, and you can never get rid of it. At the scale of these platforms, that is extremely hard. Even at the end of the day, with a huge compatibility layer like that, have you really made a better and less bloated system? This is why we tend to just muddle along - as much as we all like to dream, it's probably actually the best approach.
If programmers spend 90%+ of their time reading code rather than writing it, then LLM-generated code is optimizing only a small amount of the total work of programming. That seems to be similar to the point this blog is making.
[1] https://www.goodreads.com/quotes/835238-indeed-the-ratio-of-...
[1] https://www.construct.net/en/blogs/ashleys-blog-2/reality-lo...
Basically I'd be interested to know what the bottlenecks in tsc are, whether there's much low-hanging fruit, and if not why not.
I think the reason people say nothing replaced Flash is because now there are lots of tools instead of just one, as anyone can target HTML5, so the market has fragmented; and the market has changed, as people develop for app stores and platforms like Steam, so the web isn't as big a focus as it used to be (although it's still important).
[1] https://github.com/mozilla/standards-positions/issues/1053
It's mainly focused on 2D, but we have been adding some 3D features over the years that can handle retro-style content like this, although I'd speculate this is based on some kind of raycasting technique rather than true 3D.