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 |
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 or Unity for their games (or that's what lot of people think) because d
// | |
// 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 { |