For educational reasons I've decided to create my own CA. Here is what I learned.
Lets get some context first.
i386 : iPhone Simulator | |
x86_64 : iPhone Simulator | |
arm64 : iPhone Simulator | |
iPhone1,1 : iPhone | |
iPhone1,2 : iPhone 3G | |
iPhone2,1 : iPhone 3GS | |
iPhone3,1 : iPhone 4 | |
iPhone3,2 : iPhone 4 GSM Rev A | |
iPhone3,3 : iPhone 4 CDMA | |
iPhone4,1 : iPhone 4S |
WARNING: Article moved to separate repo to allow users contributions: https://github.com/raysan5/custom_game_engines
A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.
Nowadays lots of companies choose engines like [Unreal](https:
// | |
// Combine+Pairwise.swift | |
// | |
// Created by Felix Mau on 17.05.21. | |
// Copyright © 2021 Felix Mau. All rights reserved. | |
// | |
import Combine | |
extension Publisher { |
// | |
// AsyncSemaphore.swift | |
// | |
import Foundation | |
/// An AsyncSemaphore suited for use in asynchronous contexts. Heavily inspired by https://github.com/groue/Semaphore. | |
public final class AsyncSemaphore: @unchecked Sendable { | |
final class QueuedContinuation: @unchecked Sendable { | |
enum State { |