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Nathanael Anderson
6.1K posts

Nathanael Anderson
@CongoCart
DevOps, SecOps, Author, Speaker, Father, and generally a nice guy. I do mobile, desktop, cloud and XR programming. Working on https://t.co/FWfbMvGkl7
Katılım Ekim 2010
787 Takip Edilen1.3K Takipçiler

@rovarma Very interesting read. Loved how detailed you went!
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New article! A user is reporting full system freezes while using Superluminal on Linux. What do you do? Cry? Well, we did a little bit.
But we also dove into the kernel...again, fixing several issues in eBPF's spinlock implementation. Read all about it:
rovarma.com/articles/a-tal…
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@AlanNoon @UnrealEngine Download the free Asset Manager Studio (assetmanager.studio) , it should d/l the asset! Leave the slow Epic Gamer Launcher, and those annoying error codes in the past. Totally cross platform and works on Linux, Mac and Windows. 😉
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Throw Fab in the bin, @UnrealEngine
I purchased assets. I cannot create a project with them.
Error Code: MD-0011-0
Isn't that the whole point of Fab? Sell assets for people to use?
#UnrealEngine
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@SebAaltonen Do you fallback to WebGL if WebGPU isn't supported?
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@chujohiroto I've starred it, because it looks like a promising tool. It isn't to a point where it can help any with my current flow, but I'll be watching it. 🙂
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#OpenBPX すごい勢いで使われてる感じはするんだけど計測する方法がなく実態が謎 1日で1000インストール以上はされてそう
UE5ユーザーは入れるだけで恩恵があるのでもっと使われてほしい
将来的にはUE5 Editorを開くことなく開発が完了するところまでアップデートしたい
github.com/wilddogjp/open…
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I would say, had you been in charge of writing EGL, AMS "might"😉actually be slower than EGL, but fortunately for me, you aren't and as such EGL sucks big time compared to AMS.
I will also say that code that AI generates for Electron apps is going to create slow apps! AI's vast majority of the code it is trained on is NOT designed for performance, and as such it creates poor code SLOP.
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Well, native vs electron/webview apps SPEED is actually 100% a developer competence issue.
Yes, all webview apps will by default eat a minimum of about ~300mb of memory, and assuming electron it will eat at least ~300mb of disk space. However, "slow" is not actually an issue of webview apps, it is purely an issue of developer skill.
I've attached one of my favorite charts, it is outdated as the "App #1" has actually grown to use over 8GB of ram since I made the chart over a year ago. And "App #2" has is actually cut it startup speed in half and is now fully usable in less than half a second. And "App #3" has become even slower by a decent margin.
But this chart even with outdated data, shows Native vs webview isn't the whole story. It really is about a performance mindset.
All three of these apps are in the exact same eco-systems, and they all do virtually the same things, with minor variations in features.
App #1 is fully built in Rust and uses NO webviews, 100% native code. And yes, it uses 8GB of ram while it is running on my machine...
App #3 is your employers wonderful Epic Games Launcher, so mostly native but it does use a webview for a large chunk of UI.
App #2, is Electron -- not only does it start in under a second and have ~10,000 items of data loaded from a db, but it has also scanned your vault, projects, engines for any changes in that time...
As an disclaimer, App #2 is _MY_ app, Asset Manager Studio -- and I care about performance, so even though I chose Electron, AMS exponentially runs circles around both competitors apps in every single metric that matters.
Now I've done a LOT of native development in my career and I do know If I wrote it 100% "native", it would use way less memory and perhaps I could even get it to start in under 100ms instead of ~400ms. But the trade-off for me is that as a _SOLO_ developer of this app that runs equally well on all three platforms (Even EGL doesn't and Epic has an entire team behind it!) -- the TIME cost to use pure native would have made it impossible for me to do. I just don't have the "free" time to devote that much time to releasing something for free for all three platforms to gain perhaps 200ms in startup speed and "eliminate" perhaps another 200mb of used memory.
Speed of Native vs Electron/Webview is actually completely dependent upon the developers competence!

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what native-exclusive affordance is this even trying to show lol
Ryan Fleury@rfleury
“native has nothing to offer” No, you’ve just either never bothered to seriously try it, or you just suck.
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@j87gtwt2hg @SebAaltonen It is running Overwatch 1 on Windows. That is the point, it CAN be done, just rarely do people optimize things anymore.
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@SebAaltonen It seems like you’re missing the point of his message though? Would a $599 x86 pc running windows have nearly the level of success emulating/translating aarch64,os syscalls,metal->vulk ? (I genuinely don’t know, but suspect it would not)
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Overwatch PC Requirements:
CPU: AMD Phenom X3 8650 or Intel Core i3
RAM: 4GB of RAM
VRAM: 768MB
HDD: 30 GB of hard disk space
GPU: ATI Radeon HD 4850 / NVIDIA GeForce GTX 460 / Intel HD Graphics 4400
Blizzard optimized the game perfectly. Stable 144Hz on my 10 year old GPU.
keshav@kshvbgde
wake me up when a $599 Windows laptop with 8gb ram can do this
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@timallenfanclub @carlrichell @pop_os_official UE is very unstable on wayland (& XWayland). It works almost perfectly on X11 desktops.
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@CongoCart @carlrichell @pop_os_official Interesting. I just started trying with UE5 on pop after playing with godot for about a month. UE5 is indeed wildly unstable
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Unreal Engine hard crashes (at startup for many -- me) or just after a little bit of use. They will eventually move it, but Linux UE is treated as the "your on your own" from Epic games. Unlikely to be fixed any time soon.
I have lots of other more minor issues & annoyances, but that is the big one...
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@CongoCart @pop_os_official What does not work in Wayland for you?
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@vkrajacic @_BetterDiscord_ Sign me up for the ALPHA on Linux... 😉
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I'm actually planning to purchase a Mac mini soon to start exploring macOS, since I don't have much experience with it.
There are also some features from macOS (like Miller columns) that I want to support in FP across all platforms.
Hopefully, I'll start working on the Linux and macOS ports by the end of this year.
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If @vkrajacic ever brought file pilot cross platform it would immediately dominate the market
Aryas@Aryvyo
macos finder might genuinely be the worst possible UX EVER
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You should also not monetize any out right lies, for example several big accounts are keeping the posts that lie about who killed the girls at the school, they should NOT be getting money for that post!!! In fact when it is proved false and they continue to leave it for several days -- they should also loose 90 days of monitization each time... (no need to ban the account, but it would mean they would for sure delete false info asap...)
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Today we are revising our Creator Revenue Sharing policies to maintain authenticity of content on Timeline and prevent manipulation of the program.
During times of war, it is critical that people have access to authentic information on the ground. With today’s AI technologies, it is trivial to create content that can mislead people.
Starting now, users who post AI-generated videos of an armed conflict—without adding a disclosure that it was made with AI—will be suspended from Creator Revenue Sharing for 90 days. Subsequent violations will result in a permanent suspension from the program.
This will be flagged to us by any post with a Community Note or if the content contains meta data (or other signals) from generative AI tools.
We will continue to refine our policies and product to ensure X can be trusted during these critical moments.
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I keep seeing people using the old UE logo to advertise their game/product. We updated it quite a while ago (the U is rounder now.)
You can just download the high-res logo from unrealengine.com/branding, don't get it from Google Images 😬

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@cqcqcqdx Word perfect on Windows, sucked majorly. MS Word was massively better, which is why Word ate WP's lunch. WP on DOS was the standard!
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Two things that AMS does in this area that is helpful.
1. It uses massively less memory (including GPU memory) while running.
2. Since AMS is usable in less than a second -- It auto exits when you launch Unreal or an Project. This way you get ALL your memory back. 😉 (You can change this in settings, if you want it to remain running.)
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If you are using the @EpicGames @UnrealEngine, Asset Manager Studio is a major improvement for handling all your asset needs 100% cross platform on Mac, Windows and Linux.
assetmanager.studio
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@nk @TobyEmmanuel @stolinski The last time I checked RN didn't fully support all three platforms as a target.
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@CongoCart @TobyEmmanuel @stolinski I'm surprised React native is not viable for a desktop application
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@tmikov Wow you have been cooking recently! Very impressed.
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Announcing Hermes-node
Hermes can now run as a standalone CLI with Node.js-compatible APIs - no C++ embedding required.
Technically, hermes-node is a Node.js API compatibility layer for Hermes. It ports Node's native bindings (fs, net, http, child_process, etc.) to Node-API and reuses Node's original lib/*.js files, allowing standard Node.js programs to run on Hermes instead of V8. It vendors libuv, c-ares, llhttp, Ada, simdutf, etc to provide the same networking and I/O stack as Node, and runs as a standalone CLI binary.
In this demo:
- REPL with tab completion
- TypeScript HTTP server using http, fs, and path
- Type annotations stripped natively by the parser — no transpiler, not even a built-in one.
This is still a work in progress, though surprisingly functional. More Node modules coming, source will be published soon.
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