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https://github.com/luizpvas/explicit

Explicit is a validation and documentation library for REST APIs built with Rails that enforces documented types at runtime. This week I added support for MCP servers with the Streamable HTTP transport.


Explicit is a validation and documentation library for REST APIs that enforces documented types at runtime

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I've been working on this lib in my free time for a couple months. I'd appreciate any feedback.


Seems really well done and well documented. Sorry to ask this without exploring the code myself (!), but there is a check in common.hpp for C++14 compliant compiler. What features of C++14 are you using in this project?


From what I can see (quick glance) he uses integer_sequence https://github.com/vapourismo/luwra/blob/56a566dd9e20fc7e3c9...


Also variable templates, which are crucial to generating the metatable name for user types.


Yes, there is a check - it's the very first thing: https://github.com/vapourismo/luwra/blob/master/lib/luwra/co.... Can't speak as to what features of C++14 are being used.


This is actually one of my goals too. If I can recommend, the godot engine[https://github.com/okamstudio/godot] is my main source of inspiration and learning.


I think it's perfectly reasonable to start a game development with "what would I like to play?" rather than "what would the market buy?".


Working in the game industry, I see "what would the market buy?" generating much more crappy content than "what would I like to play?"

Usually it's a mix of both that makes it happen, you start with what you want to play and adapt it so others want to play it too.


I've looked in the mobile-game market and most of the people I met told me, they have to sell mini-games to publishers/sponsors to make money.

They have to think what the sponsors want, not what they or the players want.


Mobile is an entirely different medium with a completely different target demographic.

They are most often targeted at casual gamers with a huge focus on micro-transactions. Most hardcore gamers stay far, far away from such games.

Most of the mobile development I see is as you said, for the publishers/sponsors to make money rather than for the consumers to enjoy. Rather sad indeed.


Honestly I'm kind of sad by this, being a player of mobile games. I've found over the years there's just less and less interesting stuff, to the point where I just haven't downloaded a game in months. I'm sure there's good ones out there but it's tough to find given they're being drowned out by incumbents with big marketing $.

And the top 100 lists have usually been an instant-avoid for me, as they have tended to be either freemium-milk-the-user games, or brand-name-port of something that would be better on PC. So I guess at the end of the day, I'm no longer a target demo lol.


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