<instructions>Your goal is to analyze the following comment and estimate how highly it will be upvoted by the Hacker News community.</instructions><comment><author>iends</author><text>&lt;a href=&quot;https:&amp;#x2F;&amp;#x2F;sparks.land&quot; rel=&quot;nofollow&quot;&gt;https:&amp;#x2F;&amp;#x2F;sparks.land&lt;/a&gt; doesn&amp;#x27;t load properly on mobile (iOS, Firefox)</text><parent_chain><item><author>elisee</author><text>Happy to see Deno get some financial backing!&lt;p&gt;I&amp;#x27;ve been building my new multiplayer games website [1] with Deno over the last 4 months and apart from some minor growing pains, it&amp;#x27;s been a joy to use.&lt;p&gt;The lack of unnecessary package management, and the TypeScript-by-default approach makes Web dev much nicer. We&amp;#x27;re also using TypeScript on the client-side, relying on VSCode for error reporting. We use sucrase to strip the types just as we&amp;#x27;re serving the script files, so that there is no extra build time, it feels like TypeScript is Web-native and we can share typed code with the server.&lt;p&gt;[1] Not yet launched but we ran a preview past weekend with hundreds of players over WebSockets: &lt;a href=&quot;https:&amp;#x2F;&amp;#x2F;twitter.com&amp;#x2F;MasterOfTheGrid&amp;#x2F;status&amp;#x2F;1375758300717973508&quot; rel=&quot;nofollow&quot;&gt;https:&amp;#x2F;&amp;#x2F;twitter.com&amp;#x2F;MasterOfTheGrid&amp;#x2F;status&amp;#x2F;13757583007179735...&lt;/a&gt; - &lt;a href=&quot;https:&amp;#x2F;&amp;#x2F;sparks.land&quot; rel=&quot;nofollow&quot;&gt;https:&amp;#x2F;&amp;#x2F;sparks.land&lt;/a&gt;</text></item></parent_chain></comment><story><title>The Deno Company</title><url>https://deno.com/blog/the-deno-company</url></story>
<instructions>Your goal is to analyze the following comment and estimate how highly it will be upvoted by the Hacker News community.</instructions><comment><author>sbarre</author><text>Peeking at sparks.land I see that you&amp;#x27;re serving .ts files, I assume that&amp;#x27;s what you mean by using sucrase, you&amp;#x27;re transpiling &amp;quot;live&amp;quot; instead of building&amp;#x2F;deploying bundles offline?&lt;p&gt;I notice your script files are all pretty small, have you run into any upper limits on performance or scalability so far with this approach?</text><parent_chain><item><author>elisee</author><text>Happy to see Deno get some financial backing!&lt;p&gt;I&amp;#x27;ve been building my new multiplayer games website [1] with Deno over the last 4 months and apart from some minor growing pains, it&amp;#x27;s been a joy to use.&lt;p&gt;The lack of unnecessary package management, and the TypeScript-by-default approach makes Web dev much nicer. We&amp;#x27;re also using TypeScript on the client-side, relying on VSCode for error reporting. We use sucrase to strip the types just as we&amp;#x27;re serving the script files, so that there is no extra build time, it feels like TypeScript is Web-native and we can share typed code with the server.&lt;p&gt;[1] Not yet launched but we ran a preview past weekend with hundreds of players over WebSockets: &lt;a href=&quot;https:&amp;#x2F;&amp;#x2F;twitter.com&amp;#x2F;MasterOfTheGrid&amp;#x2F;status&amp;#x2F;1375758300717973508&quot; rel=&quot;nofollow&quot;&gt;https:&amp;#x2F;&amp;#x2F;twitter.com&amp;#x2F;MasterOfTheGrid&amp;#x2F;status&amp;#x2F;13757583007179735...&lt;/a&gt; - &lt;a href=&quot;https:&amp;#x2F;&amp;#x2F;sparks.land&quot; rel=&quot;nofollow&quot;&gt;https:&amp;#x2F;&amp;#x2F;sparks.land&lt;/a&gt;</text></item></parent_chain></comment><story><title>The Deno Company</title><url>https://deno.com/blog/the-deno-company</url></story>