▲ | thecosmicfrog 5 days ago | |||||||
"WASM crash?" must be one of the top live chat comments on flight sim streams these days. | ||||||||
▲ | flohofwoe 4 days ago | parent [-] | |||||||
I wonder if they made the same silly mistake I did and just used the 'runtime/engine name' as title of their crash report window. E.g. all games that were based on the Nebula3 engine displayed smth like "Nebula3 Assertion" in the popup window which is opened when an assert is hit or on a general crash. It didn't take long after release that every crash in the game was because of that damn "Nebula3 Engine!?!!1", even though almost none of those crashes happened down in the engine code, but somewhere up in the game logic :) In any case, opening up a game for modding means the game needs to be prepared for a flood of poorly written and optimized mods, no matter whether the mods are scripted via a scripting language like Lua, compiled to WASM or native code. At least (unlike directly loading native DLLs), WASM gives you all the tools to catch errors without crashing the entire game process. The tricky part is to design the plugin runtime system in a way that such errors are easily recoverable without having to restart the whole flight-sim session. | ||||||||
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