These days, I think Microsoft's web-based desktop apps mostly use WebView2 directly instead of Electron, so they don't have to bundle a browser. I think for Teams it happened at the same time that they moved from Angular to React.
The point about them not using MAUI still stands though. From what I understand, the .NET world has either adopted different abstractions like Avalonia, or stuck with tried and tested solutions like WinForms with proprietary controls. After all, they've seen this before with WPF which was never fully adopted by MS either, or with the debacle around Metro/WinRT. You're never quite sure what Microsoft wants you to use or will support in the long term. They also make Blazor, which is a different (and likely more accessible) way to build web apps with .NET.
Since we're on the subject of companies not dogfooding their shiny tech, is Google really using Flutter for their own apps? I feel like the evolution of the Android ecosystem towards Kotlin and Jetpack Compose implies otherwise.
This looks like it could be a sensible way to use LLMs in programming, although I'm not convinced AI-generated documentation can give meaningful explanations rather than paraphrase. However, since the generated wiki is editable, it seems it can be used to give a kick start to internal documentation and let the actual devs step in when it's required. I'm skittish about genAI in the workplace (or anywhere really) but this could be valuable.
However, and this might have been naïve of me, but I expected some sort of local model. And I see that you have to bring in your own vendor API keys, which implies that you let AI companies mine your codebase. Isn't that a no-go for most companies? So far I've only worked in places that banned ChatGPT over IP concerns like these. Is it already common for businesses to feed their codebases to third party LLMs?
Not by any serious outlet. It's a Twitter rumor started by a nobody... Another reason why letting people pay for blue checks was an incomprehensibly stupid idea.
Not to mention most of those use ILM Stagecraft which, despite being Unreal-based in its first version, has been using a custom engine for some time now.
Pokémon isn't a Nintendo first-party title, it's not developed internally and often considered third-party by the company, as they only own part of it. But nitpicking aside, the titles developed by Nintendo look and perform fine, they're often some of the most advanced titles on the platform, so I'm not sure where you got that idea.
I'm sure Disney was disappointed in Lightyear's performance given its marketing push and brand appeal, but I don't think you're listing the movies that are central to Disney's strategy anymore. Ever since COVID, Disney has pretty much banished Pixar to Disney+, not as "premium" releases that cost extra, but just included day one on the service. If they had theater runs, they were limited or international-only. That includes such films as Soul, Luca and Turning Red, whereas Encanto from their other animation company (Walt Disney Animation Studios) got a wide and successful theatrical run. Turning Red's box office returns are irrelevant because of this. However, due in part to people going back to theaters and (largely) to the film's brand recognition, Lightyear became the first Pixar film since 2019 to be given a real theatrical release. And the main reason it bombed was, I believe, because everyone and most importantly families had gotten used to being able to watch those movies on Disney+ for a lot cheaper. Even if that one waited two months to come to the service.
As for Strange World, it was widely observed that Disney didn't give it any marketing push and a majority of people weren't even aware of its existence. To me, the main reason is that Disney doesn't bother to hype up movies that they don't really believe in. Strange World was one such film, a WDAS movie that isn't a fairytale or a musical (and isn't safe from the kind of conservative hate campaigns that Disney tends to avoid). Disney has a long history of letting their studios make films outside of the cookie cutter but release them with little fanfare. They can now easily be written off as Disney+ fodder.
Disney absolutely still relies on their animation studios for blockbusters, but they've noticed which formula works best for each. Pixar is never as successful as when it does sequels. WDAS routinely hits the 1 billion mark when it makes new additions to their fairytale canon, or bombastic musicals (see Encanto's massive success). It's no surprise then that they're now pushing WDAS, a notoriously sequel-averse studio, into making a third Frozen and a second Zootopia, and that a _fifth_ Toy Story is suddenly in the works at Pixar alongside... Inside Out 2. Any other project is bound to get buried in the release schedule or dumped on Disney+.
So what kind of movies are core to Disney's strategy? Star Wars is on a kind of hiatus and lives on Disney+. We have Marvel of course, which isn't in the healthiest state but still produces frequent hits. Avatar is now a big one. Any animated movie that fits their preferred formula. And of course, the depressing string of live-action remakes which, if they're all quickly forgotten, often hit the 1 billion mark, and I've no doubt that their lifeless Little Mermaid clone will do the same. I think Disney is now suffering from the same "we grew too big, too quick" realization as every other tech and entertainment giant, and they're definitely reeling from a few recent failures, but I wouldn't use Strange World or Turning Red as the poster children of their troubles; they never bet much on those anyway.
Unfortunately, when Disney makes the most bland and forgettable nostalgia bait, they still make the "movies people want to see".
(Apologies for the wall of text, I've had thoughts about the state of Disney for a while!)
I feel like the Yuzu project is just as exciting, they make progress reports just like Dolphin and it's always a pleasure to read. It might not have the level of polish of Dolphin, but give it time.
I can't speak about the other major Switch emulator, Ryujinx, because I haven't used it much. They're just as enthusiastic though, and also write regular progress updates.
Originally made by Bob Nystrom [1] who now works on Dart, it is now maintained by ruby0x1 who is a game developer and most importantly creator of a game engine that uses Wren as a scripting language [2]. Unfortunately Luxe is still not publicly available (closed beta), which I admit is a bit of a frustration for me as I've been following development for a few years, but it does show a lot of promise and in the meantime I've become a happy user of Godot. I keep Wren in the back of my mind as an easy-to-embed scripting language in cases where you could integrate Lua (which Wren outspeeds) but not LuaJIT.
Indeed, these are for-profit companies who will handle the porting job or assist you in it (they're not all publishers, mind). They could be more transparent, I agree, but as they want to sell a service, public documentation is probably not their priority. That would be the Godot project's role, except as they explained in a recent blog post [1], as a free software and entirely public project (not a company), they couldn't work on console-specific code let alone host it or document it. It could be done in private by volunteers, but it hasn't been the case so far, only for-profit companies did it - likely because of how complex it is, and how tricky working with console manufacturers is.
So the state of Godot on console is out of Godot's hands, and that's why there is no documentation on it right now. But that might change with a company focused on bridging the gap between Godot and console manufacturers, which one of the W4 founders is alluding to [2].
The interests of Godot as a free software project are protected by the Software Freedom Conservancy. Some of the original authors or maintainers forming a company doesn't affect that.
One of the creators of Godot, Ariel Manzur, already has a company that provides signed developers access to NDA'd console ports of the engine. It's not official in any capacity, and isn't advertised by Godot more than the other companies that offer the same services (Pineapple Works, gotm.io, etc.)
I assume it's going to be the same if W4 ever moves into porting.
The official live feed suddenly froze, no new frames or audio for a few minutes until someone said "We are not waiting for new footage, SN11 is not coming down". I'm amazed by how quickly SN11 came together after SN10: how many rockets does SpaceX have in store?
I had absolutely no doubt that this was satire when I was reading it; for heaven's sake, the site is called bitoduc, their proposal for pipeline based on the French word for an oil pipeline (oléoduc), which definitely wouldn't be used by anyone here given how much it sounds like you're talking about a duke's genitals. But the site also lists genuine and common translations, and it seems most people in this comment section are criticizing it for containing weird, unused ones. I think it's the point; it's mocking the French language purists (often from Quebec, actually) who come up with funny-sounding, unidiomatic translations for English terms that people have already adopted.
On a side note, I love that we came up with our own word for computer ("ordinateur"), from a suggestion by an IBM employee's former humanities teacher, and I wish we could still do that instead of using English words or some weird transliteration of them. But it's a different time now, one when communication is instantaneous, computer science is discussed on the Web rather than in universities, and words become commonplace far before anyone can introduce a recommended translation. English is concise and prone to imagery, which means new concepts can often get accurate one-word descriptions which are more likely to stick than a three-word French equivalent.
I used to play a lot of Daifen [1], a French play-by-mail game that blends strategy, diplomacy and role play. Games can last about a month, with different game speeds (one turn per day, three turns per week, etc.) It's still up, though the player count isn't what it used to be. You can do everything in the interface, from sending orders to planning battles to contacting other players, but the core mechanic of play-by-mail is still there. I sometimes toy with the idea of making an international version...
It's indeed much better on mobile, since the old design not only hid most of the README, but also lacked many useful indicators from the desktop version (languages, releases, etc.)
The thing is, they just released an excellent app, which was seemingly meant to solve the problem of browsing GitHub on mobile. It's a bit surprising that this design, by many aspects, seems targeted towards mobile users and is already displaying more useful info than the app.
That's perfect, thanks! I usually resort to Firefox's userContent.css file, but the feature is now disabled by default, so I'm glad to hear uBO can do it too.
Did GitHub only test their new layout on 4/3 screens? It looks so odd when the project header is fluid but the project itself is still centered and 1280px wide. Especially if you log out of GitHub, in which case the GitHub banner is no longer fluid and makes the project header look really out of place[1].
Doing that gives me a weird, inexplicable feeling. I know Firefox blocks stuff, especially if you set tracker blocking to "Strict". It doesn't block all ads so I still want to use uBO... but do I disable Firefox's blocking to avoid doing the same thing twice? Or are there things Firefox handles better than uBO? It's really too much thinking so for now I'm using Edge Chromium with uBO, and that's not a solution :D
The point about them not using MAUI still stands though. From what I understand, the .NET world has either adopted different abstractions like Avalonia, or stuck with tried and tested solutions like WinForms with proprietary controls. After all, they've seen this before with WPF which was never fully adopted by MS either, or with the debacle around Metro/WinRT. You're never quite sure what Microsoft wants you to use or will support in the long term. They also make Blazor, which is a different (and likely more accessible) way to build web apps with .NET.
Since we're on the subject of companies not dogfooding their shiny tech, is Google really using Flutter for their own apps? I feel like the evolution of the Android ecosystem towards Kotlin and Jetpack Compose implies otherwise.