Y
HN Search
Hacker News Search
new
|
comments
|
top
|
jobs
elisee
searching PlanetScale…
1.
▲
2.
▲
3.
▲
4.
▲
5.
▲
6.
▲
15 ms
·
91.
▲
by
elisee
11y ago
The (draft) convergence plan details how the merger is likely to be handled, including on the technical side: https://github.com/jasnell/dev-policy/blob/master/convergenc... EDIT: Hmm, didn't see th
92.
▲
by
elisee
11y ago
Not exactly newsletters since I read them on the Web but I enjoy checking out http://webplatformdaily.org/ every day of the week, as well as the weekly servo ( http://blog.servo.org/ ) and io.js updates ( htt
93.
▲
Valve now enables mod makers to sell their creations on Steam
(pcgamer.com)
3 points
by
elisee
11y ago
|
0 comments
94.
▲
by
elisee
12y ago
Quoting myself the last time this question was asked ( https://news.ycombinator.com/item?id=8917505 ): On top of its transport layer abstraction, socket.io adds various useful features including events, rooms, namespacing, ef
95.
▲
by
elisee
12y ago
It's working! Demo: https://twitter.com/SuperpowersDev/status/566993176532373504 You can load up your games in a recent mobile browser or package them into APKs with the Intel XDK (we didn't have a chanc
96.
▲
by
elisee
12y ago
Hey kamac! Right now we don't have a cubic model editor plugin but it's something I'd love to add back from CraftStudio (or to see the community contribute) because it's so easy to make things with, either for prototypin
97.
▲
by
elisee
12y ago
Hi Dave! I didn't realize the PlayCanvas engine was standalone like Three.js, I somehow assumed it was linked with the online editing tools you built. Good news! Really impressed with your physically-based shading support by the way. W
98.
▲
by
elisee
12y ago
> The real-time collaboration seems kind of cool but also makes me wonder how you handle history, permissions, etc. If I'm editing code and you're editing code and I hit 'RUN' I don't want your half finished code
99.
▲
by
elisee
12y ago
Your post is very disrespectful and dismissive and I'd really rather not dignify it with an answer but it's at the top right now (because it's the most recent?) so I feel like I have to. I'll take this as an opportunity
100.
▲
by
elisee
12y ago
I just uploaded a Superpowers video demo showing off some of the editor plugins as well as real-time collaboration: https://www.youtube.com/watch?v=XxX7VFjf-XU
101.
▲
by
elisee
12y ago
Thanks! We thought long and hard about how to fund the whole thing, and open sourcing + ongoing funding ended up looking like the best solution indeed. That's quite the weird rendering bug. Everything works fine here in Firefox stable
102.
▲
by
elisee
12y ago
We evaluated various possibilities and even started building our own scripting language (because TS compiler APIs weren't ready back then) before going with TypeScript. Many reasons: We want Superpowers to be as "Web native"
103.
▲
by
elisee
12y ago
Hey! I'm part of the small team building Superpowers over the past 6 months. I've been working on collaborative game-making tools for several years and Superpowers is the result of a lot of that work. I'm very proud of the sm
104.
▲
Superpowers – The extensible, collaborative HTML5 2D+3D game maker
(sparklinlabs.com)
64 points
by
elisee
12y ago
|
27 comments
105.
▲
by
elisee
12y ago
Looks like a FBX-to-glTF converter has sprung up recently (linked from the glTF repo README: https://github.com/cyrillef/FBX-glTF ). I have no experience with it though so I can't say how well it works. > glTF o
106.
▲
by
elisee
12y ago
The post mentions OpenGEX as a game engine data exchange format. If you're interested in 3d data formats and specifically good runtime formats, you might be interested in glTF too, which is a JSON+binary asset format specifically targe
107.
▲
by
elisee
12y ago
Hey, thanks for submitting our (upcoming) tool. I'm 1/3rd of the team behind Superpowers, some of you might recognize me from CraftStudio. If you have any technical questions or otherwise, I'll be happy to answer :) The devlo
108.
▲
by
elisee
12y ago
On top of its transport layer abstraction, socket.io adds various useful features including events, rooms, namespacing, efficient/convenient (de)serialization and network callbacks. I've been using it in websockets-only mode for v
109.
▲
Running PVS-Studio static code analysis on Linux 3.18.1
(viva64.com)
4 points
by
elisee
12y ago
|
0 comments
110.
▲
An io.js show (NodeUp podcast #81)
(nodeup.com)
2 points
by
elisee
12y ago
|
0 comments
111.
▲
by
elisee
12y ago
Yes, lots of packages depend on "the JavaScript executable" being called node. Discussion: https://github.com/iojs/io.js/issues/43
112.
▲
by
elisee
12y ago
It's a playful way to say they don't really want to fork the Node.js ecosystem. io.js will evolve alongside Node.js and the core team is open to merging back with Node.js if possible.
113.
▲
by
elisee
12y ago
They didn't drop semantic versioning (assuming you're talking about http://semver.org/ ), they're switching to it (see https://github.com/iojs/io.js/issues/28 ). Node.js uses MIN
114.
▲
by
elisee
12y ago
HN auto-capitalizes the first letter when submitting, sadly. EDIT: Turns out it doesn't do it a second time if I edit, so, fixed :) EDIT2: Aaaand it reverted itself to Io.js, somehow.
115.
▲
by
elisee
12y ago
io.js is a fork/continuation of Node.js "unstable" 0.11.x branch. Node.js stable, under Joyent's stewardship, has been stuck in 0.10.x land for over a year. io.js has many of the top core Node.js contributors. They
116.
▲
by
elisee
12y ago
As I understand it, the io.js devs think Node.js should have switched to 1.x ("stable") a long time ago. But from their perspective, this is io.js's first release with their own build infrastructure and they made a lot of agg
117.
▲
by
elisee
12y ago
(Huge) changelog from the latest stable Node version v0.10.35, including all changes from unstable v0.11: https://github.com/iojs/io.js/blob/v1.x/CHANGELOG.md Also of interest, the state of ES6 in io.js:
118.
▲
Io.js 1.0.0
(iojs.org)
634 points
by
elisee
12y ago
|
186 comments
119.
▲
by
elisee
12y ago
FNA was forked from MonoGame by flibitijibibo. While MonoGame uses OpenTK for desktop platforms and supports additional platforms with platform-specific APIs, FNA has been streamlined (support for all mobile / console platforms has bee
120.
▲
Porting a XNA CPC emulator to Linux in under 90s
(plus.google.com)
13 points
by
elisee
12y ago
|
2 comments
More ›