@timneutkens hey Tim, can you please let me know if this is something you interested in and if I'm on the correct path for a fix? thank you! github.com/vercel/next.js…
Wrote more about my DOS-Compatible OS, talking about how the kernel and DOS API are structured: @andrewimm/writing-a-dos-clone-in-2019-part-2-the-kernel-e9cc6a12f4de" target="_blank" rel="nofollow noopener">medium.com/@andrewimm/wri…
There was a lot of inline assembly and register juggling to jump in and out of the system calls. Learning how to use QEMU's debug monitor was critical here.
Currently implemented: about half of the INT 21h DOS APIs, most of a FAT12 filesystem, disk and console drivers, and a COMMAND .COM prompt that can list directories and run other programs. Lots to still do!
During some recent leave from work, I built a DOS-compatible OS that can run programs originally written for DOS. It's been an exciting project that's wayyyy outside my wheelhouse and comfort zone.
I've started writing about the process as well: @andrewimm/writing-a-dos-clone-in-2019-70eac97ec3e1" target="_blank" rel="nofollow noopener">medium.com/@andrewimm/wri…
10+ years ago I fell into a $10M investment fund when I worked at @facebook. It did pretty well and we ended up as the 1st investors in @lyft (IPO-ed last week). A few thoughts about seed investments & how diverse investment teams really make a difference. bit.ly/2CZu5KC
Using a rural internet conn is always good for empathy, but this current time made me realize how many sites are using iconfonts.
When we talk about FOIT or FOUT, we should also be concerned about FOUC - Flash of Unknown Character - boxes with Xes errwhere
@atul_jindal While we use a native version of React VR at Oculus, it's not available to external devs yet because it has a lot of Oculus-specific nuances. We do hope to one day let people write React and publish apps to the store, though!
@immediatedelay
I am looking to build Oculus App, and interested to know about using ReactVR to develop App that installs via Oculus Store. Based on understanding should I use ReactNative to do custom build. Any ideas to use ReactVR on non-browser apps.
Started a new wasm emulator using the same WebGL2 memory-mapped-graphics methods from my GB one. Brought up both the CPU and basic rendering in a single night!
@alfredofrlp SDF rectangles for all Views, instead of tessellation. We've always had SDF text, though we're about to make text rendering configurable so people can use different fonts with more ease.
As we support more internal use cases at Oculus, React 360 is actually becoming a powerful "React Native for WebGL" core with some 3D/VR functionality layered on top...
I'm excited about the new, way-fast, SDF-rendered Views landing soon
Oculus Go early adopters! If you're planning to transport your sweet new headset a lot, I recommend investing in a bag designed for photographers. They're designed to protect lenses, and have removable inserts that can snugly nestle your HMD.
Opened up the code for the #WASM GB emulator: github.com/andrewimm/wasm…
Broke down the arch in the readme, more documentation will get dropped in as I find the time.
First part of my series on building a Game Boy emulator in #WebAssembly : @andrewimm/writing-a-game-boy-emulator-in-wasm-part-1-1ba023eb2c7c" target="_blank" rel="nofollow noopener">medium.com/@andrewimm/wri…
Talks about why I chose WASM, how I handled JS interop, some of the lingering challenges. Up next, a piece on implementing the CPU and basic I/O. Code coming soon!
Gameboy emulator in #WebAssembly, written in Rust and WebGL 2.0!
Still have some audio bugs to track down and underused features to build, but I'm impressed with Wasm's perf. Runs smoothly on PC and mobile with a lot of idle time per frame.
@MaxValenko@WasmWeekly Will have posts soon. Either Wasm can call into JS to draw, or it can export data that can be drawn. I used to have Wasm pass a scanline buffer to JS 144 times/s, now WebGL fills uniforms and data textures directly from Wasm's linear mem each frame. That's why I needed WebGL2
@Tojiro@mkeblx That's what I assumed. I guessed it might be something related to accessing the VRDisplay itself, though not sure why. I'm seeing sporadically slow behavior when I add `if (this.vr.display.isPresenting)` to my rAF callback, but still trying to narrow down a consistent repro
One #WebVR anecdote I picked up last night adding VR to the emulator: VRDisplay.isPresenting is surprisingly expensive on Chrome for Android – don't call it every frame, it'll slow things down to a crawl
@hochsays The audio bugs are mostly of my own making. Audio is pretty simple, 4 channels: 2 oscillators, one noise, one that plays samples from memory. Most of the orchestration comes from the Rust side trying to tell the JS how to adjust gain / freq, and this is where I need to fix things
@immediatedelay For audio, perhaps ScriptProcessorNode is being used? You might want to consider AudioWorklet if you're getting glitches when the main thread gets busy.