some things that still need to be done before v1 launch:
- easy data migration in and out (right now is a pain if its large volume of data from other DB eg firebase or sqlite!)
- API/programmatic setup of tables (right now its only via UI making it hard to setup large complex tables with variable permissions)
- Multi-instance: easiest is to have another pocketbase in "mirror" mode that it updates once a day or whatever with primary (primary > secondary method like in mongo is a great mechanism, with some kind of voting for primary)
There was somebody who was using one of the various sqlite replication tools to do multi-instance pocketbase. I can't remember if it was LiteFS or dqlite or something else, but I remember it scaling pretty well. The majority of applications aren't going to outgrow single-instance sqlite though.
Also, you can do programmatic setup of tables with migrations: https://pocketbase.io/docs/go-migrations/ (also available in JS). I can't remember if pocketbase will automatically write migrations to disk for you or if there's a flag you need to turn on, but you can generate those migrations on a local instance, commit them to VCS, deploy them somewhere, and either run a command to run the migrations or turn on auto-migrate (which does what you'd expect).
ah! like names of people is it? hmm let me see, good point for larger teams. how would you ideally want to see it - just click on tile and it pops up a textbox with all names? dont want to complicate it
It sounds like that's not actually publicly available yet? Once/if released, yes that would help, although you'll probably still want a binary translation layer since most games don't have ARM binaries. Unless of course Valve includes one like Proton, in which case you still want it but get it for free.
What about Valve actually getting the studios that target Android NDK[0], to care about SteamOS exists, instead of having Valve translate their Windows deployments via Proton?
[0] - Meaning the OpenGL ES, Vulkan, OpenSL, OpenMAX, C and C++ that also exist in GNU/Linux.
What about it? Steam Deck didn't do any of that stuff, and half of YouTube is saying it's a better value than the Switch 2. Same goes for the Game Porting Toolkit derived from Proton's code, it's just about the only reason the Mac supports real games right now, not just Monument Valley and Laura Croft.
We've already seen the whole "corporate sponsor courts game publisher" thing with Eidos and Capcom at Apple. Let's just say that Apple's commitment to native experiences didn't put them in contention with Sony or Nintendo in the way Valve did.
Consumers really should pay more attention to those YouTube influencers, buying the wrong stuff. /s
Apple is doing just fine across iOS, iPadOS and TV OS, which apparently people like to ignore when discussing numbers and monetary figures in gaming profits.
Hmm... let's think. Why would iOS, iPadOS and TVOS all be ignored when discussing margins on gaming profits? Any guesses?
Oh! The Mac! Whenever you let publishers compete with software storefronts of their own, Apple is chronically incapable of making money for some reason. You know, like how League of Legends and Steam and World of Warcraft and all support the Mac but conspicuously don't show up on the macOS app store or get ported to the mobile platforms that could clearly support them. Or how Photoshop and Pro Tools and Premiere all support the Mac, but just refuse to put their professional software on the App Store or iPad! What's up with that?
The fact that those storefronts are entirely captive audiences might be it. When you add macOS to the lineup, it becomes the punchline to a tortuously protracted joke.
Yes. I'll say it however many times you need to hear it, nobody is looking at Apple's captive gatcha economy and saying it's a bonafide "gaming" market with a straight face. These "gamers" only ever get to play commercial failures that get ported to iOS as a contingency measure. RE8, Cyberpunk 2077, Death Stranding... if this was a console lineup it would be sadder than the Xbox. Oh, and the lootbox & microtransaction games that obviously account for the lion's share of Apple's game revenue. But we don't have to mention the ugly bits.
Instead, serious economists turn to markets that are representative of Apple's ability to compete, for example, the macOS App Store. When Apple has to compete, how much market cap are they actually earning from the App Store? We have the numbers, you just know they aren't flattering.
A full blown NDA tracker which uses uploaded signed NDAs to process using gemini 2.5flash, metadata stored in Firebase and then a lightweight table to list all (incl when some are expiring in next 6 months) and what are key items to keep an eye out for, key details (name, company, country, counterparty, etc). NextJS deployed app on standard VM on office server (no replit tho). Will open source this shortly.
some things that still need to be done before v1 launch:
- easy data migration in and out (right now is a pain if its large volume of data from other DB eg firebase or sqlite!)
- API/programmatic setup of tables (right now its only via UI making it hard to setup large complex tables with variable permissions)
- Multi-instance: easiest is to have another pocketbase in "mirror" mode that it updates once a day or whatever with primary (primary > secondary method like in mongo is a great mechanism, with some kind of voting for primary)