Is that true still? If it is, does anyone know when support for "real" fat binaries (no need for Crystal on the server) will be available?
1,274 karma · joined December 22, 2014
Is that true still? If it is, does anyone know when support for "real" fat binaries (no need for Crystal on the server) will be available?
Other than Rocket being nightly, the other reason I switched to Actix was because Rocket doesn't have the ability to respond to requests directly within the middleware layer, you can only modify the response but not return early. This is pretty important with regards to CORS and trying to catch all OPTIONS requests. There are a few solutions of course, but all of them felt hacky or verbose.
I have no complaints with Actix yet.
Great job on your app though, it's very functional and much better than other bookmarking solutions I've seen.
I have this exact same problem.. so many links and no good way to organize them. My previous solution was a simple markdown file that I would add my links to and then generate an html page served through my website. But this got really cumbersome. I wanted something easier to manage/edit, so I made this.
Is anyone interested in trying this out? If so, check out my profile contact info and I'd be happy to discuss it :) I'm very close to having the mvp complete, and it would be nice to get some feedback before opening it up to the public more.
Anyway, I don't plan on supporting it... just an experiment. I should probably update the readme to state that.
While developing rovr, I was also learning ES6 at the same time. If you have any opinions on the code, please let me know!
I have checked out Gatsby before though, and it looks like a great project with many more features than rovr. Although I'm happy with Jekyll, I may try this out again in the future.
However I'm not seeing FOUT on Safari for Mac and iOS and Firefox for Mac at the moment.
*edit: I definitely understand that you're right Paul. If the website loads slow, FOUT is expected. However, I'm seeing it more than what I expected to with loadCSS combined with this bug report I found. So I'm kind of leaning toward the idea that it is a bug in Chrome 50. If not, I'm wrong and it's only my loadCSS causing it.
For me, I'm seeing a fallback in less than 100ms before flickering to my web font. So the timeout doesn't seem to be working right now maybe?
If anyone wants to see an example of FOUT, you might be able to on my website with Chrome 50. I am currently experiencing this and then I found this bug report. Reload a few times if you don't see it at first.
edit: FOUT usually means a fallback font is briefly shown before flickering and rendering a loaded web font.
edit: As people have pointed out below, my situation likely has nothing to do with this possible bug. My website layout is very lightweight and Chrome is rendering it probably faster than the other browsers I tried which explains why I'm seeing FOUT more often in it. And yes, I'm loading my CSS asynchronously which is the main reason behind my FOUT.
I'd be happy to send you a build! I'll contact you on twitter.
A few months ago, my partner and I finished a 6 month long project over the course of our final year of Game Programming. We developed an island survival game made for Oculus Rift and Razer Hydra. I did the island and environment generation including animal AI for finding the player while avoiding any of the 40 000 trees that may be in the way.
I used most of the techniques in the post except for the moisture map. I actually ended up generating rivers by accident (which turned out great) just by rearranging the order of masks that I applied to the height map. I used around 4 masks I believe to get the island to be the way I wanted. Unity took care of the rendering, I just applied my height map to the terrain.
I'm planning on writing a post soon about my experiences, but here's a video of the final version for now: https://www.youtube.com/watch?v=CTYT3fU-Cek
Dropping at least a second or two should be easy. My code is a beautiful mess right now, and I know there's so many parts I can improve, let alone also using the production version of React instead of the warning/error checking version.
Also, when I say 2 weeks, I actually meant more like 40 hours over the course of 2 weeks. It's a side project :)
For the past few weeks, I've been experimenting with how I could render both React + Markdown into HTML and minimize the numerous edge cases that occur during the build process.
For example, ReactDOMServer.renderToStaticMarkup(page) will remove all line breaks in the HTML output. The problem with that is pre/code elements will have their line breaks removed as well which for obvious reasons is not good. Oh and another problem, it converts all (or most, if I remember correctly) HTML entities to their literals.. so those code blocks may look pretty messed up in the browser.
But after weeks of experimenting with different rendering/build processes and libraries, things have finally been coming together recently. Unfortunately, my private repo is a mess due to all the tests and methods I've tried. I'm going to be releasing a clean public repo of the project soon after I develop a landing github.io page for it. That will also be open source and serve as a great example for how to use the generator.
However, I did rewrite my live website from Jekyll to my generator (need to come up with a good name still..) this past week.
Regarding build times on my $5 DigitalOcean droplet, my website is built in ~3.7s with Jekyll and ~9.5s with my generator. I still have many ways to improve performance and I haven't tested NODE_ENV production mode yet which the React team says should be much faster due to no warnings/error checking. Though, most of that build time is due to Babel converting my ES6+JSX components into actual JS that Node can execute. I'll be focusing on lowering this build time for the next week or two probably.
Source: http://www.thestar.com/yourtoronto/education/2015/02/12/u-of...
https://plus.google.com/app/basic/communities/10402418756809...
So they technically have full access to everyone's Apple/iCloud accounts? That's what it sounds like so far.
Is it safe to assume, all other apps that connect to Apple/iCloud also have full access?
This semester, I used an app to keep track of how much time I put into every class.
- game engine: 106 hrs
- AI: 10 hrs
- physics: 10 hrs
- ogre: 12 hrs
As you can tell, my game engine was the thing I worked nearly every day on, mostly late at night. If I took an assumption about my class average on hours put into their game engines, I'd say a safe guess is around 15 hours if we don't include my time and the 2 others who also put an insane amount of time into their engines (it was pretty much a competition between 3 friends to outdo each other).
Back to making my maze game... We had the entire semester to work on either a solar system or a maze game. I pumped out the maze game in 3 hours with my engine on the day it was due. The thing is, I was confident with my engine. I put so much work into it, and I understand how it worked under the hood, that I knew I could produce something very fast and easily with it.
The game itself was simple. Have a first-person camera walk around the maze, pick up a key, and then go to the maze exit and open the door. Even though I did it in 3 hours, I also included the ability to pick up a gun, attach it to the camera like an FPS; added a skybox; added a simple sin wave twirl for objects sitting on the ground; and a few other small details here and there.
Anyways, sorry I went on for a little bit there. I'm just really happy with how much my engine is progressing, but it still needs a lot of work and polish. I'm way more open minded now after this discussion. I feel confident about not needing inhetitance now, especially since I feel like in a couple months I might port everything to Rust.
I also realize that it was very risky leaving that project until the last minute. If I ran into an issue, it could have severely messed up my mark. Making a game at the same time as an engine does indeed help with the engine development, I see the benefits of doing so. When I get a chance to continue working on it, I will probably continue developing the maze game along side it.
Anyways, thanks for those links, I'll be checking them out tonight!
Am I wrong?