Our great sponsors
-
WorkOS
The modern identity platform for B2B SaaS. The APIs are flexible and easy-to-use, supporting authentication, user identity, and complex enterprise features like SSO and SCIM provisioning.
-
InfluxDB
Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.
The author details some of them in the "Featuring" section in the front page [0]. There is also a comparison with different languages [1].
It seems the language is still in very early stages. Not production ready.
[0] https://vale.dev/
It's interesting that this phenomenon is much more prevalent in game development, as opposed to (for example) web development: some people build their own web development frameworks, but it seems like every game dev tries to make an engine at some point.
My theory why: good web frameworks consider developer experience to be of paramount importance, and invest heavily into examples, documentation, and API improvements. Unreal and Unity by comparison are unpleasant to work in. The UI is clunky, the examples cap out after a certain point of complexity, and community input is almost nothing when compared to the Django, Express, Rails, or language-specific ecosystems.
Anyway, I can't say I've ever made it far enough down the rabbit hole to want to make my own language... but I know for me, the desire to make my own engine* has punctuated every attempt over the years to get better at both Unity and Unreal
*Acknowledgment that I might be partially disproving my own point, as I've tried to build both my own web framework, AND my own game engine... but I spent a lot more time on [the game engine](https://github.com/RobertTownley/gamehook) :)
- It will be common to have read/write applications that need to add a message as a response. Writing is difficult as you need to be quick, otherwise a subsequent message from another application might invalidate your message.
Do subscribers need older data? How do dropped packets impact the system? Can they just be forgotten? What latency requirements do you have? Do subscribers also write to the same stream?
- [1] https://lmax-exchange.github.io/disruptor/