That's a good question and one that I've been wondering about myself. For me it is the very clean abstraction layers. There is zero side-to-side communication it is all broader foundations to narrower verticals plugged in to those. For instance, the networking stack has a process for every layer. That keeps that whole thing manageable and it means that problems can never escape the scope of the process they are in, unlike a 'large' kernel where a botched device driver can bring down the whole system. You can pretty much tear this down to the task scheduler and the loader and rebuild it up without taking the system down. And I had a good idea on how you could replace the scheduler with another one while the system is running.
I'm really curious what - if anything - people will do with it, I think that the fact that an OS like this one powered the BlackBerry (which people loved) should work in its favor, other places where you find this kind of OS is in industrial control and in vehicles. Usually there is some kind of hardware component involved but that's entirely optional, you could use it as a general purpose OS as well.
Taking this to extreme degree — could wire up a GitHub/`claude` workflow that automatically generates pull request implementations of top-rated features (e.g. with branch previews hooked up so you can just try it and approve)
Curious, are the slow build times locally, your own CI or Unity Cloud Build? (If local/own builders may be some ways to dramatically lower the build times eg by managing the Library/ cache per-platform.)
Happy to help anyone with optimizing these approaches it's been a pain to figure out
In the most recent game I automated builds for the initial build took 1-3 hours, but subsequent builds with the Library/ folder cached took 5-10 minutes.
Are you switching platforms between builds locally? (like building one for web / server / pc / mac etc). Platform switching essentially blows away the cache, making it take the full build time each time. There was an asset years back that would create folders for each platform's Library/ cache and switch between them when you switched build platforms.
In CI (eg using https://game.ci) you can prefix build cache keys with the platform to manage that automatically.
Unity Cloud Build is in general slower/more flakey/sometimes has cache issues compared to DIY CI, but it should speed up after a successful first build as long as it caches the Library/ folder, and they do separate that out by build platform properly. (Worth checking each build config setting is set to cache that)
Nope not switching between platforms. I'm actually using ParrelSync that allows me to have 2 instances of Unity open working off same codebase. One instance is set to Server and other to WebGL platform. The purpose of it is mostly for faster multiplayer development & testing.
Server Builds are super quick, it's the Unity WebGL Client builds that take forever even if I have cache. Although I have not migrated to Unity 6 yet, that's actually next on my to-dos which I believe there are lots of improvements for WebGL builds there. So I'm hopeful for better dev experience there.
I never knew about game.ci seems like it could be very helpful! Going to check that out... thank you!!
Btw if anyone is trying out a move from JetBrains IDEs to Cursor (or VSCode base) I found it essential to select the JetBrains mapping in the VSCode keyboard config. Many of the refactors / diff jumping / commit shortcuts are supported out of the box and it's a much smoother transition when you don't need to retrain muscle memory / look up whether a given feature is supported while learning the new editor
Curious was there a problem that inspired you to create the website? Could be inspiration to scope down the website focus some, or have an example problem/solution on the front page
Sure, but assuming users can see the problems as well, it’s a level playing field. On the other hand, if he’s manually choosing which ones go public before anyone can see them, that’s possibly not so great.
Ooh that is an interesting focus, I personally love sharing and reading about startup ideas and can't get enough of that content online.
In case it's interesting, along this direction there's halfbakery, pg's essay on how to find startup ideas, YC's RFS posts, and more recently the Startup Ideas podcast/youtube channel which features guests sharing ideas they've been thinking about.
Edit: I see you updated the site with example problems, those are great. I could see this being a great structure for collective solution ideation.
This is a really nice dev-friendly API, could see it becoming a compelling go-to for eg indie hackers who have moved simple view analytics to reasonably priced tools like Plausible/SimpleAnalytics over the years.
In some ways it feels like Loggly, worth taking a look at their query/dashboard system as it has some really nice tools for clicking around to slice and dice graphs using unstructured data.
I wonder what the ideal demo of this that makes its approach visually legible would be