Pode's Forum Posts

  • All : the deal breaker with SVG is that when SVG is drawn on the canvas, the <canvas> become tainted and can't be retrieved with "toDataURL()" (meaning when can't get back the canvas as an image). That's why I stopped working on it. And the Chrome isn't planning to change that because they consider it's a potential security fault.

  • Milupa5 : no, Flash isn't available on mobile.

  • krish : since Ejecta isn't a real browser, the plugin isn't going to work (it's leveraging the browser underneath construct to use an iframe).

  • lele : I don't think the <video> tag is compatible with the MJPEG file format.

    You need to retrieve it frame-by-frame and draw them on a <canvas>.

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  • KJ7 : I'm going to answer you here (I read your PM). You can't remove the original gestures. One simple way to do that however is to open the "runtime.js" file and remove the line with the various gestures to only keep the one you want.

    I don't really understand your second point.

    For the third point, "multi-touch" can mean various things in that context. If you are talking about gesture where you lift your finger in the middle of the gesture, the original algorithm isn't going to work (the authors of the paper only made ii to work with unistroke gestures). If you mean tracing a gesture with several fingers on the screen, each finger doing a different motion, you need to check each finger as a "separate gesture", and validate the whole if and only if all the separated gestures are validated.

  • Ashley : I was thinking more about effects like altering colors or things like that.

  • Ashley : You are right, but I can see SIMD-speedup as a possibility to emulate image effects where WebGL isn't available, for example. It's true that it's not a game-critical area but I suppose some crafted plugins can do some nice tricks with it .

  • grossd : I didn't design it that way, so it's not possible for the moment.

  • You can share data and messages across iframes. You can also display graphics inside C2's canvas for each iframe.

    However the various iframes can't be composited one on another. The other thing is that C2 is optimised while being alone running in the browser. I don't know if you won't have some performance problems with several instances of C2 running concurrently.

  • The problem is that you can't share the canvas use by C2 across the various iframes.

  • grossd : the postMessage API can also work between a page and a sub iframe.

  • What's needed here is PNaCl, to be trully multiplatform, while NaCL won't solve binary format and alignment.

    The IDE is coded in C/C++, but the problem, as said before, is the graphical widget library. That one won't be compiled and run like that on the NaCL subsystem.

  • Index : this plugin doesn't draw to canvas. I'm using a <div> on top of C2's canvas.

  • TomC : from th etop of my head, two books that can help you do what you want :

    Challenges for Game Designers : http://www.amazon.com/Challenges-Game-D ... 921&sr=1-1

    A very good book helping you build the skill needed to be good at game design. It's universal, what works on paper and tabletop and what works onscreen (often they are the same mechanisms).

    First 30 Hours Learn Anything http://www.amazon.com/First-20-Hours-Le ... 1394094908

    How to dissect and prepare material to learn new skills in an optimal way. The book is a quick read (and you learn some fun informations about various activities).

    The strategies presented here are summarized from a large body of techniques developped over the last twenty or thirty years in rapid learning, NLP and stuff like that. The good thing with that books is that it spares you all the 'pseudo-scientific' babble you usually find in the 'rapid learning' books category

  • TomC : very good idea to use a game to learn something new (after all, that's why natural selection invented "playing" : to let us learn new skills without lethal downsides...)

    There's a vast body of knowledge about gamification, games for learning and everything around it. The sad thing is that nobody trully understand what's going to 'stick'. In fact, you need to be a master of two field to do something good like that : be a true expert of your field (to provide the content to learn and divide it in understandable chunks, with a logical progression) and be a very good game designer. If not, you're going to provide a glorified multiple-choice questionnaire...

    The most basic way to learn new things is by unconscious absorption : everybody knows the musical theme of Mario, and can hunt-and-peck the keys on a keyboard to match the tones, even if they have no musical inclination nor seen the printed musical score.

    You just "learned" it by being presented the material all the time while playing.

    The next step is to fuse the objects to learn inside a gameplay mechanism. For example you can find japanese kanji learning games that ask you to match tiles on which the kanji and their meaning are drawn. It's a memory game (and not a very fun way to learn that information).

    A step further is to add a narrative and real game outside the learning part. In that kind of setup, you use what you are learning as a tool inside the game to do some actions, but not all of them. The stuff you are learning are one kind of gameplay mechanism. (An example of that kind of game is 'Knuckle in chinaland', where you play some kind of a JRPG game with Knuckles from Sonic & Knuckles. You move around, talk to people, try to find your way and you battle with ennemies by using kanji cards that you are learning).

    Another example : with Adventure Bar Story, you are learning recipes of japanese meals by doing the job of a... japanese meals maker (sort of...)

    In SpaceChem, you learn chemistry interactions and bondings as a side product of playing the game.

    The more abstract the game, the less graphical content you need to provide, but the more intelligent you need to be in creating a mechanism to learn that is not boring (and if you are bored, you're not going to learn anything).