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elisee

2,259 karma · joined March 19, 2011

Game developer. https://twitter.com/elisee
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elisee··on Node.js Foundation – Node.js and Io.js Convergence Repo
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 this one linked from the OP: https://github.com/jasnell/dev-policy. Not sure why there are two documents with similar purpose.

elisee··on Ask HN: What newsletters do you read every day or week?
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 (https://medium.com/@iojs).
elisee··on Socket.IO C++
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, efficient/convenient (de)serialization of both JSON and binary data, and over-the-network callbacks. I've been using it in websockets-only mode for various projects (you can limit the transports used), because I don't care for slower / less reliable transports but still want the extra features.

EDIT: If you'll allow the plug, an MMO trivia game show I made using socket.io (and three.js): http://masterofthegrid.net/

elisee··on Superpowers – The extensible, collaborative HTML5 2D+3D game maker
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 chance to test iOS export yet since we don't have an iDevice but it should work). Performance-wise, I don't have hard numbers or anything. This is the Web, you won't get as much perf out of it as a native app, but the games we've built so far run great.

elisee··on Superpowers – The extensible, collaborative HTML5 2D+3D game maker
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 prototyping or just to make blocky games :D.

I've also been toying with the idea of making a "Superpowers Minecraft modding edition" when Minecraft 1.9 comes out with an actual 3D model + skeletal animation format (everything has been hardcoded until now), so that could go hand-in-hand.

EDIT: Missed your question about shaders. We do plan to have a material editor and postprocessing shaders!

elisee··on Superpowers – The extensible, collaborative HTML5 2D+3D game maker
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.

We went with Three.js because it's pretty versatile and does everything we need in the near future. Superpowers is built in 3 layers: the core (which handles projects, storage and networking), the system (which is basically Three.js + game instance/actors/components) and all the editor & asset plugins built upon the system. The system can be swapped out with something else, and a new set of plugins can be built on top of it, or the existing plugins adapted for a new engine, so the community will totally be able experiment with other engines including PlayCanvas!

We spent a lot of time designing the Superpowers platform so that this would be possible :). In fact, Superpowers could even be used to make movies or write novels collaboratively, with the appropriate system and set of plugins.

elisee··on Superpowers – The extensible, collaborative HTML5 2D+3D game maker
> 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 that doesn't compile to prevent me from running the game.

Script changes are marked as drafted until you explicitely choose to apply them to the current build (Ctrl+S), so you won't break the build because you're in the middle of typing a line of code. There'll be a membership and rights system, right now there's only a server-wide password. Real-time script editing uses the same tech behind google docs and such (operational transform). There's no special history support right now, the server owner can version the projects in Mercurial / Git manually. Later on we'd like to have a project-wide revision system right in the UI.

> I'm curious why I'd choose this over say Unreal (free), Unity3D (free), Source 2 (free). ok, they aren't 100% free but they're effectively free until you make money.

Unity, UE4 (and probably Source 2) are multi-GB download and fairly heavyweight tools with sooo many options and drawers. Don't get me wrong, I love Unity (haven't spent much time with UE and Source 2 isn't out yet), but Superpowers is competing with Game Maker, Construct and the likes, not the big engines.

elisee··on Superpowers – The extensible, collaborative HTML5 2D+3D game maker
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 to share useful links :).

Here's a video of Superpowers (in all its early access glory) in action: https://www.youtube.com/watch?v=XxX7VFjf-XU

Here are two high-quality 2D jam games made with Superpowers in December and January: http://elisee.itch.io/

Here's a polished 3D demo we made in a couple days for the launch: https://sparklinlabs.com/game/player/

This is CraftStudio, Superpowers' cubic ancestor I built. It's been bought and used by thousands of people: http://craftstud.io/

We've been building a community and doing weekly livestreams in French (cause that's where we're from) for several months.

Superpowers is an extremely modular and extensible, real-time collaborative 2D+3D game maker built with Web technologies. It's the lightweight HTML5 "Unity" for indie developers who want more control, flexibility, native Web tools and the abillity to work online with their team. We're looking for financial support from the people who enjoy what we do and obviously, it's entirely OK for anyone to decide it's not for them :).

I wish for you that you'll find a better, healthier pastime than handwavingly mocking other people's hard work online.

elisee··on Superpowers – The extensible, collaborative HTML5 2D+3D game maker
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

elisee··on Superpowers – The extensible, collaborative HTML5 2D+3D game maker
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 (tested on both Windows 7 and 8.1). Probably a driver issue of some sort? We're really not doing anything fancy, just using the default basic mesh material of Three.js and simple meshes.

elisee··on Superpowers – The extensible, collaborative HTML5 2D+3D game maker
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" as possible. TypeScript is just JavaScript + types, they're working to align with ES6 and maybe even merge with ES7+, they have a lot of mindshare, their compiler services are awesome (having intellisense-like in the editor is a big deal) and the whole compiler can be run in the browser, which means it'll work everywhere just like the Web we're building on.

(I've talked in more details about it in our devlog - http://forums.tigsource.com/index.php?topic=46317.0)

elisee··on Superpowers – The extensible, collaborative HTML5 2D+3D game maker
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 small core + plugins architecture we came up with and excited to open source (MIT) it all soon!

I'll be happy to answer any questions, obviously.

elisee··on In the age of free AAA game engines, are we still relevant?
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 on the other hand - and please enlighten me if I got this all wrong - is asking engines that already have their own tailor-made runtime format to support this one as well (or even instead). That's asking a lot.

For our Superpowers game maker, we didn't end up using glTF as the actual runtime format but we have a fairly simple importer that reads glTF, scavenges for what it needs and builds the final data. I expect most engines would still need a "last-mile" conversion, still some processing but much simpler than working with COLLADA or FBX directly.

elisee··on In the age of free AAA game engines, are we still relevant?
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 targeted at storing runtime-optimized data (as opposed to COLLADA which is more a editing-oriented format). It's backed by the Khronos group --the people behind OpenGL / Vulkan / WebGL-- and they have a COLLADA-to-glTF converter: https://github.com/KhronosGroup/glTF.

Having spent some time working with the format, I hope it takes off and we see native support for it in most tools at some point. I've had great success using glTF to export models + skeletal animations from Blender and then import them for use with WebGL: https://twitter.com/elisee/status/558238454962978816. This is a little test project made with Superpowers, a soon-to-be open source HTML5 2D+3D game maker I've been designing with a couple of friends: https://sparklinlabs.com/

elisee··on Superpowers the extensible, collaborative HTML5 2D+3D game maker
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 devlog on TIGSource is worth checking out, too: http://forums.tigsource.com/index.php?topic=46317

elisee··on Native Socket.IO and Android
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 various projects, because I don't care for slower / less reliable transports but still want the extra features.
elisee··on Io.js 1.0.0
Yes, lots of packages depend on "the JavaScript executable" being called node. Discussion: https://github.com/iojs/io.js/issues/43
elisee··on Io.js 1.0.0
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.
elisee··on Io.js 1.0.0
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 MINOR even = stable, odd = unstable (which is not semver) and is still in 0.x even though it's been used by giants in production all over the world for a couple years.

elisee··on Io.js 1.0.0
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.
elisee··on Io.js 1.0.0
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're trying to move server-side JavaScript forward with open governance, faster release cycles, ES6, etc.

elisee··on Io.js 1.0.0
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 aggressive changes (updated V8 dependency, etc.), so they're calling their own release beta-quality. Makes sense?
elisee··on Io.js 1.0.0
(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: https://github.com/seegno/io.js/wiki/The-state-of-ES6-on-io..... Highlights: 'let', generators, promises, template literals, symbols are all enabled by default. EDIT: just realized this wiki page has been updated and integrated into the website at https://iojs.org/es6.html

elisee··on Porting a XNA CPC emulator to Linux in under 90s
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 been removed) and it simply uses SDL2.

OpenTK was until recently an unmaintained C# project. SDL2 on the other hand is a very robust C library, it's been used to ship many commercial games on Steam on all desktop platforms. On top of that, flibitijibibo is being paid to port many XNA games so he's had time to inspect, clean up and improve almost all aspects of the framework in a more methodical fashion that MonoGame's organic development style.

elisee··on IO.js – Evented I/O for V8 javascript
I don't have very specific details as I'm a bystander too but it seems Node has been stuck in 0.10.x land since early 2013 (http://blog.nodejs.org/2013/03/11/node-v0-10-0-stable/) while Node 0.12 and 1.0 releases were being talked about well over a year ago by former BDFL Isaac Schlueter (now at npm). Joyent, the current project stewards, have not been able to deliver a stable release in that time and don't share public plans / aren't communicating very much.

One of the many symptoms of that slow development process is that Node.js is basically running an unsupported version of V8 (https://twitter.com/jmayer/status/532971494695907328).

From what I've read, node-forward is/was only meant as a fork in the GitHub sense: they'd try to get their stuff merged back into node mainline. The GitHub fork has since been made private (https://github.com/node-forward/discussions/issues/7) and they're working to set up a proper governance model so that the community can truly be in charge. Joyent has reacted (I believe, it might have been in the works prior to node-forward) by proposing a node advisory board (https://github.com/joyent/nodejs-advisory-board) but it seems to be too little too late for at least some of the people behind node-forward (I've read what seem like irreconcilable disagreements about how it should be run).

I have no idea what (if anything) io.js is in relation to node-forward or if the same people are behind it. Can't find any announcements / endorsements on Twitter, so maybe it was just posted here before whoever is behind it were ready to go live.

elisee··on IO.js – Evented I/O for V8 javascript
Compare with https://github.com/joyent/node, similar readme and commit numbers. Looks like a node.js fork. (EDIT: maybe you already understood that, I thought it might have been a different thing from node.js altogether until I saw the repositories shared a README/history)
elisee··on glTF: Runtime asset format for WebGL, OpenGL ES, and OpenGL
Yup, but it only supports static geometry. Looks like glTF has animation support.
elisee··on Tweet at this bot to make games using emojis for scripting
And precisely 60 tweets later... here's a game! Hold mouse down to move, catch the stars, avoid the spikes. http://gdevbot.sparklinlabs.com/p/starpick/edit
elisee··on Tweet at this bot to make games using emojis for scripting
Sure! (I made the source code public at https://bitbucket.org/sparklinlabs/gdevbot/src btw)

So basically it's a Node.js app built in CoffeeScript. I'm using node-twitter-api to subscribe to the bot's twitter notifications (https://bitbucket.org/sparklinlabs/gdevbot/src/tip/app.coffe...).

Whenever a tweet arrives, I check various stuff (is it a retweet? are multiple people mentioned? more than one hashtag?) to decide whether it's a command or it should just be ignored. If all checks out, I parse the tweet's text (https://bitbucket.org/sparklinlabs/gdevbot/src/tip/app.coffe...) into a command and relay it to the backend for processing (https://bitbucket.org/sparklinlabs/gdevbot/src/tip/lib/backe...).

Images are validated & their size clamped using a node graphics-magick module. Emoji scripts are parsed using a custom parser I cobbled together (https://bitbucket.org/sparklinlabs/gdevbot/src/tip/public/js...) and JavaScript comes out on the other end.

The tiny game engine works with actors (or game objects in Unity3D parlance, it's very similar except 2D-only), they can have components (an image, one or more scripts) on them and can be parented to one another.

I've been building a cooperative game-making platform called CraftStudio (http://craftstud.io/) for the past 2-3 years and @gdevbot was just a kind of crazy "why the hell not" project inspired by all that work that I decided to build a couple weeks ago.

elisee··on Tweet at this bot to make games using emojis for scripting
Thanks! Yes, I implemented the logging system after those two games were made so they don't have a public log right now but I'm gonna try and build a little game to demonstrate the whole thing. Feel free to follow https://twitter.com/gdevbot for updates.

EDIT: I'm building a little game now, you can see it get build over here - http://gdevbot.sparklinlabs.com/p/starpick/edit

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