HN2new | past | comments | ask | show | jobs | submit | noonat's commentslogin

https://observablehq.com also uses this to great effect.


The later versions of Flash supported a Stage3D object, which was basically a Flash version of what you’d expect today from WebGL. It was hardware accelerated (with a software rendering fallback, if I remember correctly) and supported anti aliasing and shaders and all the things you’d expect. Performance was pretty wonderful. If you wrote things using this, you wouldn’t notice much of a performance difference for Flash.


A common solution is to have the server track which state frames that the clients have acknowledged receiving. The server can then delta compress from that client’s frame, for each client. It’s a bit more costly on the server side, as it means you need to maintain state frames back to the oldest acknowledged frame across all clients, but it guarantees you will be sending a packet a client can understand. Usually this is combined with some sort of limit which kicks a client off as timed out if its acknowledged frame strays too far from the most recent one.


I haven't tried following them, but the compiling doc[0] has instructions for macOS.

[0] https://github.com/bjornbytes/lovr/blob/master/COMPILING.md#...


You're correct. The spec only specifies that "onFulfilled or onRejected must not be called until the execution context stack contains only platform code." This doesn't require that the implementation use the same macro-task scheduling mechanism that setTimeout might use.


The earliest concepts for the game were quite different than Doom. You were supposed to be playing a Thor-like character named Quake, who wielded a giant hammer.


Stomping the ground to cause Quakes ?


The name Quake came from Carmack's D&D character, who was an inspiration for the original game design


I've experienced quite a bit of nausea from goggle only VR products like GearVR. Even the menu was enough to get me sick -- moving my head forward without the menu changing distance with me seemed to make my body think I should feel movement but didn't, or something like that. The nausea in these situations was quite bad and lasted for 30-60 minutes or more after taking off the goggles.

But I have to say that the experience was quite a bit different with the room scale VR like the HTC Vive. The only time I experienced any nausea in there was in Hover Junkers. The game has you riding a vehicle with frequent changes in direction at high speeds. This again seemed to be related to the perception of motion without corresponding sensations.

But the teleportation used in games like Budget Cuts didn't affect me at all. (There were some disturbing bouts of claustrophobia when I teleported too close to a wall, but that didn't induce any nausea.)

At the time that I tried the Vive, I spent about 20 hours total playing with it, spread across probably 4 sessions. I think my longest duration without a break was 6 hours. It was exhausting but not nauseating. The others with me had similar experiences. In fact, one of them normally gets so nauseated by things like this that they have prescription medication for nausea for use while riding in the car -- and they didn't experience any nausea at all.


Multiplayer gaming is a legitimate use of data channels, but I don't see why it couldn't prompt for permission.


WebRTC folks insist prompts will confuse people and be bad. But ignoring explicit networking settings is good, somehow.


Acceptable default but one should be able to enable prompts as a less-confused user.


Just wanted to point out that that isn't the JS you know because that's just typing information -- it isn't generating any code at all, it's telling TS what the types look like for Underscore's external methods. This would be stripped out completely in the compiled code. The actual code that results in JS just below that is much more typical.


This is really cool! If you look at the source, it appears that the images themselves are defined as JS code, almost like a vector image. For example, Zeus: http://essenmitsosse.de/pixel/scripts/zeus.px

The author then has a renderer to turn these into pixel data. It seems to render them down to an actual pixel image on the fly.


Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: