To your second question, WebAssembly shouldn't be affecting your day-to-day standard frontend development, unless you're developing very performant applications like games, simulations, etc.
For resources, MDN has a great introduction. Pretty up-to-date too. [1].
On GitHub, it seems like the javascript sources behind your pages is throwing their syntax highlighting off. Seems like when you embed HTML it hiccups. Any idea how one would fix this?
Using cloc against the Go source code, I found that it has 934025 loc with 3080 files. This averages to about 300 loc per file. There are 149688 lines of comments, which averages to about 50 per file.
I don't see how it's useful then. Maybe someone can give me a good use case?
redis is already very bare-bones and dead simple to set up and maintain, what more does one want? Wouldn't adding more logic into a redis-like environment be a little cumbersome from an architecture perspective?
Seeing Carmack's thoughts on programming always reminds me that I have such a long way to go. When he was my age, he had already created DOOM and DOOM 2 (along with the wtf? r_sqrt trick).
I'm also a programmer who does 3d modeling as a hobby. I'd never do 3d modeling as a job. Not only does it pay less, but a lot of the novelty would be lost. There's something endearing about being able to come home, shrug off my job for a bit, and model something.
I love this. We need more of these powerful tools for cheaper prices.
UDK was a great platform, but the scripting language was hell. It was like being given a helicopter and flying it with your feet. This was really the reason why we moved to Unity, because it was so much easier to code inside their sandbox.
Game tech companies need to realize that developers love fully featured software, and we are willing to pay for it, we just don't want to pay out the ass for it per dev. It looks like Epic sees this and is jumping on it, CryTek following suite, I wonder how Unity will step up to the plate?