Что думаешь? Оцени!
I was making progress on that page but it didn’t feel like a Red Blob Games page. The page started out with tons of shell commands, and then showed lots of code. It felt like a page that only I would find useful. So I started over and designed a “concepts” page. In redesign 4 I focused on what effects I wanted, how SDF works, and how to use it to create those effects. I again reduced the scope by removing the implementation details. What I had already written, I moved to a separate (unpolished) page. And I never wrote a standalone downloadable project like I originally wanted.
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Update: Sonnet 4.6 was released on Feb 17, 2026. We'll run the benchmark against it and update results soon.
A note on forkingA practical detail that matters is the process that creates child sandboxes must itself be fork-safe. If you are running an async runtime, forking from a multithreaded process is inherently unsafe because child processes inherit locked mutexes and can corrupt state. The solution is a fork server pattern where you fork a single-threaded launcher process before starting the async runtime, then have the async runtime communicate with the launcher over a Unix socket. The launcher creates children, entirely avoiding the multithreaded fork problem.