It’s not entirely about the %. The problem is that there’s no alternative. I have no real problem with someone like Google with the Play Store or Valve with Steam giving developers the option of shipping on their platforms for a commission like 30%, because you don’t need the Play Store to install apps nor Steam to install video games. In those cases it can actually be a decision about whether or not the hosting/visibility/platform is _worth_ the cut. But in Apple’s case there is no decision to be made. You can’t opt out. That’s why you see so much more flak thrown at Apple for this commission than you do other platform providers.
By this are you saying your “app” project is the one that actually transpiles the TS from your shared packages?
Wouldn’t that mean the shared packages tsconfigs aren’t respected if you changed something like strict options? And also that a clean build of the whole monorepo is going to recompile each shared file for every app project rather than just once?
Oof I’m in exactly the same spot at work for a project I’m running. It seems so close but every step forward seems to be uncovering one more step before the finish line.
Regardless of Deno, I've been leaning more and more towards dprint over Prettier recently given how fast and configurable it is.
I get Prettier's whole shtick about not being configurable so that your team can't fight over a style guide, but as a team that already had an internal style guide that predates Prettier, I just want a tool that can match what we have already decided on, which is where dprint has fit in nicely.
Sounds like you don't know a diverse set of devs. Mac/Linux may be the hot stuff for people you see at bootcamps and conferences, but there are tons of devs whose primary dev box is Windows.
I've got both a Mac Pro and a beefy PC at my desk but 99% of my time is spent on the PC. And yes, I do have admin rights over my setup.
If I use a stolen credit card to buy a code for your game, eventually there is likely to be a chargeback/refund processed when the credit card owner/company realizes that it was fraudulent. Chargebacks/refunds can sometimes be things that have real penalties associated with them and that can require time investment from you the developer to deal with.
Another, less concrete cost is that of incentivizing bad behavior. If I cannot sufficiently move a certain type of stolen goods, I'm less likely to attempt to steal that type of good again in the future. However, if people choose to pirate a game instead, the bad actor is not rewarded and might realize that he can no longer move that type of product.