Weathering Software Winter
&gt; We grew up in Montreal, and many of our friends worked in AAA studios like Ubisoft, making free-to-play games, building projects that had a lifespan of three years. The projects that we made in the past on the Apple stack, Electron, or on Unity3D, also had a lifespan of three to four years, but games like Super Mario, as well as others produced in that era, are still playable today.<p>The games that don&#x27;t work in some way or form 20 years after creation are in minority due to effort of community. I dunno what author is smoking.<p>&gt; chains of emulators eventually break down<p>&lt;citation needed&gt;, arguably some emulation experience is better than original<p>&gt; The download is at 7 gigs with three more hours left to download the update, it won&#x27;t finish, and we will have spent all that data for nothing.<p>Resume download existed for better part of internet. Also torrents are great for that use case...<p>&gt; There was a time when computers were super playful, but now they feel cold, and have been weaponized against people.<p>They still are, just gonna join the crowd of weird penguin people instead of buying another windows&#x2F;macbook box, all the power and weird stuff you can do with computers is still there, using current software.<p>Maybe not in &quot;I built everything from scratch way&quot; but still<p>&gt; The Commodore 64 emulator was extremely complex, more complex than I could grasp. It was the limit of what I think a single person could understand. It seemed like a simple system, it was just a box, but writing an emulator for it was more than a weekend project. I was looking for something that I could nail in a single weekend.<p>Huh, I kinda hit the same thing. Started writing Z80 emu (in Go, then Rust for funzies), got a good framework and some way in into implementing instruction set then realised &quot;damn, now getting it cycle accurate <i>and</i> synchronized with peripherals is a lot of work. And peripherals are more work than CPU itself&quot;.