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AntiRush
searching PlanetScale…
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16 ms
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151.
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by
AntiRush
14y ago
Another area that can be quite tricky is games. Most (but not all) Android phones being produced today support OpenGL 2.0 - even so, there are lots of tricky differences. The obvious one is different screen sizes and resolutions. This can
152.
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by
AntiRush
14y ago
This seems like it will be great for Light Table and other such systems. It will be much easier to do the incremental compile//show results on incomplete and in-progress files if type errors can be ignored.
153.
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AntiRush
15y ago
WebRTC[1] seems to be the perfect platform for these sorts of things. It's in Chrome dev channel / Firefox Alpha right now. [1] http://www.webrtc.org/
154.
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AntiRush
15y ago
Yep, I just bought it for my girlfriend's Kindle. We've been talking about how computers work lately - this seems like a great supplement. I'm sort of curious to read it, too.
155.
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by
AntiRush
15y ago
It's worth mentioning that, since Android 2.3, you can make what's called a Native Activity[1] and circumvent Java entirely (as far as code you write goes). It still runs in the Dalvik VM but you don't have to write a wrapper Java Activity
156.
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The Internals of the Mono C# Compiler
(raw.github.com)
1 points
by
AntiRush
15y ago
|
0 comments
157.
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by
AntiRush
15y ago
For Mozilla, the interesting stuff is here: https://wiki.mozilla.org/Platform/AreWeFunYet The current status of sound, gamepad, fullscreen, and other important game-related APIs as well as JavaScript speed and other such performance metri
158.
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AntiRush
15y ago
There are various C# solutions for frontend web development. SharpKit[1] is probably the most mature. [1] http://sharpkit.net/
159.
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by
AntiRush
15y ago
Apple doesn't let you download anything (apps, movies) bigger than 50mb over a cellular connection.
160.
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by
AntiRush
15y ago
Firefox Mobile supports WebGL on Android. With a little work, UIWebviews on iOS (4.2+) support WebGL.[1] [1] http://atnan.com/blog/2011/11/03/enabling-and-using-webgl-on...
161.
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by
AntiRush
15y ago
The first time you get a spreadsheet that you can't open from a lawyer or accountant or send a spreadsheet that "doesn't work", it'll be worth it to have used Excel. There's more than enough hassles involved with running a company - doing c
162.
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by
AntiRush
15y ago
How about loading the gplus:// link in a hidden iframe. Then continue to load the page in the browser. If they have the app installed, it will redirect, otherwise the page will just load in the browser.
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AntiRush
15y ago
Combining this with emscripten ( http://www.emscripten.org ) would probably be quite doable and very cool.
164.
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by
AntiRush
15y ago
Try naming the gzip file something else, like .js.jgz. Safari automatically opens many archive types, including, I believe, gzip.
165.
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by
AntiRush
15y ago
I think this is a really important point: >Don't worry about framerate/performance until you absolutely must. On more than one occasion, we dirtied up our game's logic with slight optimization tweaks, only to later get huge speed increa
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Our Google.IO HTML5 Game: Popstar Defense
20 points
by
AntiRush
15y ago
|
4 comments
167.
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by
AntiRush
15y ago
That's certainly not your normal startup fare. Where's the ramen or pizza?
168.
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by
AntiRush
15y ago
Unfortunately the fix for this bug: https://github.com/joyent/node/issues/767 didn't seem make it in. It is in 0.5.0pre though, and I've found it quite useful.
169.
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by
AntiRush
15y ago
Since they added the Games section, Kickstarter has been flooded with game projects. A small portion of them are successfully funded. It seems that Kickstarter alone isn't enough to get funding - putting your project on Kickstarter and the
170.
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by
AntiRush
15y ago
Game Closure - Palo Alto, CA - Software Engineer Game Closure makes JavaScript/HTML5 games run on all mobile and browser platforms. We are funded by A-list angel investors and VCs and won’t stop until we are the #1 JavaScript gaming company
171.
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by
AntiRush
15y ago
When I see something in "quotes" or quotes , I usually look to the end to see the attribution before reading it.
172.
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AntiRush
15y ago
Game Closure - Palo Alto CA. Have you built your own sweet HTML5 game? At Game Closure, we are building a cross-platform HTML5-based gaming SDK (iOS, Android, and browser for now). Shoot us an email at jobs@gameclosure.com. We will pay for
173.
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AntiRush
16y ago
Haskell in Space ( http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.91.... ) [PDF] is a good writeup of simple game development in Haskell. Here's the course page, as well: http://www.informatik.uni-bremen.de/~cxl/lehre/pi3.ws01/as
174.
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by
AntiRush
16y ago
Have you built your own sweet HTML5 game? At Game Closure, we are building a cross-platform HTML5-based gaming SDK (iOS, Android, and browser for now). Shoot us an email at jobs@gameclosure.com. Located in Palo Alto, CA. We will pay for you
175.
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by
AntiRush
16y ago
Yes. The SDK will provide apps that you can publish to the Android or iPhone app store.
176.
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AntiRush
16y ago
We're big believers in open source and a lot of our technology is, as you can see, open source. Timestep, our canvas game library, is probably the most interesting project there at the moment. It's a useful abstraction layer on top of c
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Game Closure Makes it a Breeze to Build Multiplayer, Cross-Platform Games
(techcrunch.com)
93 points
by
AntiRush
16y ago
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17 comments
178.
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The SSE Experience
(blog.gameclosure.com)
36 points
by
AntiRush
16y ago
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5 comments
179.
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AntiRush
16y ago
I'm the author of xc.js ( https://github.com/fairfieldt/xcjs ). If you're looking for an equivalent product, xc.js has a big advantage over the others listed: it runs natively on iOS (and Android soon). It's a fairly young library, and admi
180.
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AntiRush
16y ago
Cloud9 IDE ( http://www.cloud9ide.com/ ) is a neat looking project. It's Javascript-centric right now but I believe it will be more generally useful.
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