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bengarney

196 karma · joined November 22, 2011

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bengarney··on Writing a video chat application from the ground up, part 1
GUI is slow primarily because of naive uploading of six video frames sixty times per second. Not a detail that mattered for this initial work. It should take almost no time with a smarter implementation.
bengarney··on Writing a video chat application from the ground up, part 1
Gaffer on Games, OpenTNL are good places to look.
bengarney··on Writing a video chat application from the ground up, part 1
I am not aware of a good obvious default answer. And even when there is a reasonable one (ie xmpp for text chat) it doesn't appear that the open flavor has won in the market place.
bengarney··on Writing a video chat application from the ground up, part 1
Awesome! I'm so glad it helped!
bengarney··on Writing a video chat application from the ground up, part 1
No public code. I do a lot of cross platform dev so it would be easy to port, but initial work was on Windows.
bengarney··on Writing a video chat application from the ground up, part 1
Thanks! I really appreciate it.
bengarney··on Writing a video chat application from the ground up, part 1
Good not great.
bengarney··on Writing a video chat application from the ground up, part 1
Thank you very much!
bengarney··on Writing a video chat application from the ground up, part 1
It was a blast to write. Glenn is a smart guy with some great content around game networking. There are good ways to do networking for games and other real-time applications and TCP isn't really one of them.
bengarney··on Why Are Ultrasound Machines So Expensive?
You should contact me at ben AT theengine DOT co. I'm building an SDK for IoT app development that would be able to do what you want extremely easily on very cheap hardware. I'd love to talk with you about this. (My father in law is also a private practice opthalmologist.)
bengarney··on Loom: Native mobile game engine with live reload of code and assets
What URL do you see that? We'll fix it right away. :)
bengarney··on Loom: Native mobile game engine with live reload of code and assets
If using Lua is the primary factor in your technology choices, you may want to use Corona, Love, MOAI, or another high quality Lua-based game engine product.

That said, we went with LoomScript over Lua because we did not want to use a language where OOP is an idiom. And we support one development path because, in our opinion, it is the best option - and because, in our experience, great platforms choose a "right way" to do things and run with it.

You do get the full source code, so if it really bothered you it would not be hard to "fall back" to plain old Lua. But I think that would be overlooking a lot of benefits.

bengarney··on Loom: Native mobile game engine with live reload of code and assets
Valid LoomScript:

var f = function():void { Console.print("Hello world!"); }; f.call();

Not sure how much more first class it gets, but I'm open to your suggestions!

bengarney··on Loom: Native mobile game engine with live reload of code and assets
I love me my old school adventure games but we got to the name in a wholly different way. :) Technically it is the "Loom Game Engine."
bengarney··on Loom: Native mobile game engine with live reload of code and assets
Loom's live reload is mostly for development purposes. You could try using it in deployed games but obviously it presents issues (for instance with Apple). Some game studios do ship bytecode on the fly to their iOS games, but they understand the risks they are taking...
bengarney··on Flash Player a Declining Asset
Definitely. The article actually tries to make that exact point - measuring the lifespan in years at minimum.
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