It has headers like AI blogposts, and features a lot of parallel structure like AI blogposts ("there's no . you "), but if you actually read it none of it reads like slop. To me anyway.
iTunes Match (these days it's just under the umbrella of 'iCloud Music Library', I believe) is probably the greatest value Apple offers.
I have a local collection of over 30,000 mp3s, about half of which is not 'matched', and a sizable chunk of which is not available on streaming anywhere, and I have it on all my devices seamlessly, included with the price of an Apple Music subscription. (which I also use for convenience for listening to things I don't have my own copy of yet).
I think the article starts out correct, but as soon as it recommends letting through `*.go` it becomes mistaken.
I'd say the correct approach is to include all your top level files (i.e. CMakeLists.txt, .gitignore, etc.) but also your top-level *directories*, i.e. `/renderer`, `/UI`, `/tools`, whatever.
Then, crucially, your build system must also prohibit in-source builds and require a dedicated build directory.
This way, it's presumed that everything in your source tree is pristine and correct, and can host a variety of file types depending on your needs (realistically, source trees can contain lots of things; data, json, images, text, etc.) while you also shouldn't have to worry about polluting it accidentally.
IIRC, part of the order was for stuff like Steam achievements, upgraded assets, modern resolution support, other platform conveniences, plus other required changes to the game due to licensing agreements shifting, all of which made slapping it in a VM a poor fit.
I know from people who actually worked on this that the process of actually getting the game running and following modern platform conventions was somewhat insane and tortuous, but interesting. Too technical for the Times to go into though I guess.
But yeah, essentially the whole port is done with binary patches to the original executable.
"Port done with binary patches" has a bit of the same energy as the N64Recomp project[0], which converts N64 ROMs into C programs that can be built for modern PCs.
My understanding is that the original source files of the game were not available, and that who even owned the IP wasn't entirely clear when she first started looking into the game. I don't have any direct citation for this so it's possible I've misunderstood things that I've cobbled together from following this for a few months.
It has headers like AI blogposts, and features a lot of parallel structure like AI blogposts ("there's no. you "), but if you actually read it none of it reads like slop. To me anyway.
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