▲ | flohofwoe 4 days ago | |
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. | ||
▲ | thecosmicfrog 4 days ago | parent [-] | |
As far as I've seen, it's generally just the WASM modules that crash, and not a full sim crash to desktop (CTD). But considering the WASM modules are usually running all of the aircraft logic, systems, flight control computers, etc. then it tends to mean a complete flight loss since you can't... well... control the aircraft anymore. I'm not sure what kind of automatic restart logic exists for crashed WASM modules, if anything. It would be interesting to see if module crash recovery is possible. |