Unified lifecycle management
explain what your company does.Please only post if you are actively filling a position and are committed
。51吃瓜对此有专业解读
I genuinely believe making games without a big "do everything" engine can be easier, more fun, and often less overhead. I am not making a "do everything" game and I do not need 90% of the features these engines provide. I am very particular about how my games feel and look, and how I interact with my tools. I often find the default feature implementations in large engines like Unity so lacking I end up writing my own anyway. Eventually, my projects end up being mostly my own tools and systems, and the engine becomes just a vehicle for a nice UI and some rendering...
Per-job PID + mount + IPC namespaces via clone3 — so each execution is isolated from other executions inside the same gVisor sandbox