Same here. Triplebyte quite literally changed the trajectory of my life. I wasn't really aware of how things have changed over the past 6+ years as mentioned in the other comments, but I'm sad to read them. I wish the whole team well, regardless. <3
I was interested in how this might be shrunk to something more reasonable... I got this far before getting bored: http://pastie.org/8324713
That code, run as-is in your browser, should alert 'hi'.
It's constructed with the intent of replacing the variables a-e and various named parameters with short sequences in the given character set that can be cast to strings. For legibility, I shortened many of the encodable sequences to strings (such as []["slice"])
The table holds 5^3 characters, which is 125; you could start the loop at 2 instead of 0 to get 2-127 as target characters, or use 6 input arguments. The 5 I chose were ![], [], +[], +{}, ~[] -- this should let you encode anything after overhead at a ratio of 12:1 with high repetition that gzip can take advantage of. This could be awful, I don't know; but maybe somebody will find this interesting.
> People should not need to care about IR or (worse) disassembly. If your code is reasonable it should just work reasonably fast. File bugs if it does not, instead of tuning, which can break as soon as V8 moves left or right.
The trouble with this is that the results are not in your own hands. Developers have bosses and deadlines and all that, and when it comes down to it, they just need to make it work. In that position, it's awfully hard to "submit a bug report and pray," and though it's not optimal, the ability to get into the guts of things can satisfy the immediate need.
I remember an experimental game from years ago that was essentially a dungeon crawler without the er, crawling part. That is, there was no 'space', similar to the beginning phase of this game. It was actually quite fun, and seems like it could impart some ideas for expansion in this game.