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gren
searching PlanetScale…
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8 ms
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91.
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by
gren
14y ago
Making stronger apps? Let's take the Play 1 vs Play 2 example: How many times I got a 500 pages in the face due to a basic NullPointerException in Play 1 groovy templates... In new play 2 templates, because they are type-safe, they guarante
92.
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by
gren
14y ago
My two cents: - non-blocking IO with the powerful iteratee concepts (a nice approach to play with streams (EventSource/WebSockets/*) which is not only an event-based approach like in NodeJS, but more a "reactive" approach) - functional appr
93.
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PlayFramework: stream a big Zip generated on-the-fly without memory load
(blog.greweb.fr)
1 points
by
gren
14y ago
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0 comments
94.
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by
gren
14y ago
I don't really like this dark header in contrast with the body. Also the dropdown menu dark border looks horrible IMHO. The rest is quite ok! :-)
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Real-time web streaming with PlayFramework Iteratees
(blog.greweb.fr)
41 points
by
gren
14y ago
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3 comments
96.
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"DroneTankArena", a 7DFPS entry made with HTML5 & WebGL / Three.js+GLSL
(blog.greweb.fr)
3 points
by
gren
14y ago
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0 comments
97.
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by
gren
14y ago
aha! same for me ;)
98.
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Illuminated.js + Parcycle = Flame and Shadows real-time effects in HTML5 canvas
(demo.greweb.fr)
29 points
by
gren
14y ago
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2 comments
99.
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by
gren
14y ago
Brilliant!
100.
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by
gren
14y ago
"Teleportation turns out to be extremely useful." <= lol! Who doubts it?
101.
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by
gren
14y ago
Thanks!
102.
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by
gren
14y ago
you can refresh / bookmark / share the page URL at any time and you will retrieve your work. And also I don't have to store anything on my server, bit.ly like services are the new way of storing the information :)
103.
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by
gren
14y ago
you are right! For sure it would be more efficient, and shaders are incredibly powerful. I have considered that, but it wouldn't work everywhere today. So for now I have this implementation I will use for my web games ;)
104.
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by
gren
14y ago
Thanks for that, it was always unclear in my mind, now it's clear! ok so I'll move it to LGPL soon then ;) Yep, This is what I want for Illuminated.js. I prefer to have benefits of the library modifications. It's a bit more restrictive com
105.
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by
gren
14y ago
Thanks. Yeah, I need to fix that, this is link to my wrong sampling implementation. If you use only 1 sampling you will see it is fixed.
106.
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by
gren
14y ago
This is what I do except I use drawImage. You think using getImageData and putImageData is more performant that drawImage(canvas, 0, 0) ? BTW i'm not sure it will works for combining images together with special composite operation.
107.
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by
gren
14y ago
AFAIK, with GPL you are allow to use the library in a proprietary project but if you modify it, you must publish the library modification, not the whole project. Am I wrong?
108.
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by
gren
14y ago
eah I think the default scene use too much samples, like 51 for the right light. Now my technique of combining shadow samples together is probably not the most efficient, I draw them with source-over and an alpha which is also a wrong hacky
109.
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by
gren
14y ago
Sorry for that, I though having this history.replaceState({}, title, "#"+hash); would have fixed it. ( https://github.com/gre/illuminated.js/blob/master/demo.js#L1... ) Any idea?
110.
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by
gren
14y ago
you are right, I ignore the light if its center is inside an object, it was before I implement these samples. I should still fix it, maybe it's just by removing this check but I remember having some strange effects.
111.
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by
gren
14y ago
Mmh unfortunately requestAnimationFrame() seems to be very "greedy", it seems its strategy is to consume as much resource as possible (if the render() is not enough fast).
112.
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by
gren
14y ago
Performance has been my focus on this work, I use a lot a cache canvas to not redraws gradient and path things but just copy caches. But i'm stuck on Canvas and requestAnimationFrame performances. Let's hope it will continue to improve, oth
113.
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Illuminated.js – 2D lights and shadows rendering engine for HTML5 applications
(blog.greweb.fr)
102 points
by
gren
14y ago
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47 comments
114.
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by
gren
14y ago
This is a bug for me, it seems we have a discontinuous function in the Code Du Travail !
115.
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by
gren
14y ago
It seems not to work on Linux.
116.
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by
gren
14y ago
I like CoffeeScript but I see it as a temporary language providing cool syntax features on top of Javascript. no offense but IMHO, we should focus on releasing the next Javascript and make it possible instead of writing better CoffeeScript
117.
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Blender as a 2D game map editor – Proof Of Concept
(blog.greweb.fr)
2 points
by
gren
14y ago
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0 comments
118.
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Real-time Akka actors visualization in Scala, CoffeeScript, Canvas
(console-demo.typesafe.com)
11 points
by
gren
15y ago
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0 comments
119.
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by
gren
15y ago
give Play 2.0 a try guys, it's a fresh new framework, more robust than ever, and with awesome concept for handling Input/Output.
120.
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by
gren
15y ago
Hi rkalla and thanks for your feedback. The idea behind Play2 is to have a framework written in Scala (the core) but providing a full API for both Scala and Java languages. Hence, users can choose their preferred language to write web appli
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