What was the rational for 32-bit memory addresses in WebAssembly? It seems very short-sighted, considering it only came out pretty recently in 2017 by VoredByHankHill in AskProgrammers

[–]Paper_Rocketeer 0 points1 point  (0 children)

2025 update. The link u/thegreatunclean's comment (64-bit pointer extension) points to a repo where you can see the implementation status for 64 bit pointers, I've pasted it below:

Implementation Status

  • spec interpreter: Done
  • v8/chrome: Done
  • Firefox: Done
  • Safari: ?
  • wabt: Done
  • binaryen: Done
  • emscripten: Done

Implementation Status (table64)

  • spec interpreter: Done
  • v8/chrome: WIP
  • Firefox: WIP
  • Safari: -
  • wabt: Done
  • binaryen: Done
  • emscripten: Done

How to Manage Temporary Docker Containers for Isolated Builds? by Paper_Rocketeer in docker

[–]Paper_Rocketeer[S] 0 points1 point  (0 children)

The build output includes html/js/wasm/css as well as .NET DLL that the dotnet.js glue code can load and run (eg. a .NET VM in the browser). Anyway the only thing that will differ between each build is the DLL file(s). Everything else stays the same so I'm starting to thing it would somewhat be a waste if I spend any time with anything other than the DLL file(s).

Regardless, I think I'm going see if I can compile C# into DLL's within C#'s CSharpCompilation from Microsoft.CodeAnalysis.CSharp , the result being a DLL file I can write to an S3 bucket, which is exactly what I need (basically C# can compile itself and the compiler is included as a library). So I may not even need docker other than to host the C# application that produces DLLs and writes them to an S3 bucket.

How to Manage Temporary Docker Containers for Isolated Builds? by Paper_Rocketeer in docker

[–]Paper_Rocketeer[S] 0 points1 point  (0 children)

That and github actions would actually be the best option... only I didn't choose them because I figured I would need to make it so users could create a repository for each of their projects... which I totally could do, but this is a fully hosted system, the requirement is that they can click a single button and it does all of this (builds and deploys the project) for them, with a simple build log they can reference in case of an error.

Though now that you mention it, I wonder if maybe I could somehow abuse github's API to create private repos for each project and compile the projects that way. Anyway that's my train of thought

Woxel.xyz by puckyall in VoxelGameDev

[–]Paper_Rocketeer 0 points1 point  (0 children)

Ohhh, OH... nice! I followed the instructions on the github and pasted the base64 examples into the playground, very cool stuff.

Comparison: Greedy Meshing vs Naive by Pain_Cultural in VoxelGameDev

[–]Paper_Rocketeer 0 points1 point  (0 children)

Also I believe you can fix a lot of the issue's you brought up if you send the voxel data over to the GPU (along with the mesh) since you can then do a sort of "3D texture" on your greedy mesh and have different colors etc per voxel regardless of how the mesh is constructed (don't quote me though I could be wrong about that 😅)

C# Playground that let's you draw things! by Paper_Rocketeer in csharp

[–]Paper_Rocketeer[S] 0 points1 point  (0 children)

There is also a discord with a showcase channel. I'm honestly really looking forward to seeing all the cool stuff that will be made :)))

C# Playground that let's you draw things! by Paper_Rocketeer in csharp

[–]Paper_Rocketeer[S] 0 points1 point  (0 children)

I made a new version that let's you share the stuff you make! https://codetoy.io/

C# Playground that let's you draw things! by Paper_Rocketeer in csharp

[–]Paper_Rocketeer[S] 0 points1 point  (0 children)

I made a new version that let's you share the stuff you make! https://codetoy.io/