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- # Session Start: Sat Nov 20 00:00:00 2010
- # Session Ident: #whatwg
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- # [00:00] <Craig`> i know js syntax, and html/css to a deep level
- # [00:00] <Craig`> gah im typing slow because of dvorak
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- # [00:09] <TabAtkins> Craig`: Try out some simple games. Checkers, or even tic-tac-toe first. That should only take a few hours to get right, and will teach most of the fundamentals of game programming.
- # [00:09] <TabAtkins> Then do something more fun, like Worms.
- # [00:10] * TabAtkins has a demo of a simple Worms-like game he livecoded as part of a talk on developing games with Canvas.
- # [00:11] <Craig`> thanks, its just im unsure if i'd be able to solely work out the game logic
- # [00:12] <TabAtkins> Right, so start with a super-trivial game like ttt so you can learn how turn flow, painting order, etc. works before saddling yourself with a more complicated project.
- # [00:12] <Hixie> tab's advice is good
- # [00:12] <Hixie> also, url to worms game?!
- # [00:13] * Philip` notes that some people have been working on porting http://www.hedgewars.org/ (Worms clone) to JS
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- # [00:15] <TabAtkins> Hixie: http://www.xanthir.com/blog/b48D1
- # [00:16] <TabAtkins> It's very simply, and mainly intended as a didactic aid, not an actual game.
- # [00:16] <Craig`> thanks TabAtkins
- # [00:16] <Hixie> neat
- # [00:17] <Hixie> i like how you can keep firing while it's your turn :-P
- # [00:17] <TabAtkins> Like I said, simple and intended for didactic purposes only. ^_^
- # [00:17] <TabAtkins> Otherwise known as "I coded the whole thing the morning of my talk"
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- # [00:19] <Hixie> very neat
- # [00:19] <TabAtkins> I need to finish it out sometime and hand it over to the devrel team.
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- # [00:20] <Hixie> i've been playing with doing a multiplayer dungeon crawl type game, but i have no experience doing realtime client/server gaming code so i got bogged down in trying to write that part of the code
- # [00:20] <Hixie> haven't worked on it in ages though
- # [00:20] <Hixie> maybe i'll work on it some next week
- # [00:23] <Craig`> i just never get around to programming things, heh
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- # [00:37] <aho> js/canvas is very easy to use
- # [00:38] <aho> it's like any other 2d api... just a bit easier :>
- # [00:38] <boogyman> thanks for stating your opinion
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- # [00:41] <aho> Craig`, got some simple code over here: http://kaioa.com/node/104
- # [00:41] <Craig`> cheers
- # [00:41] <aho> and that simpleLoader thingy explained: http://www.reddit.com/r/javascript/comments/e5vhj/emulating_lossy_rgba_images_with_html5s_canvas/c15jr22
- # [00:43] <aho> wondered if i should write some straightforward game tutorial
- # [00:43] <Craig`> i always have ideas just if after googling a bit and no luck i tend to just go on games or alike
- # [00:43] <aho> (simpler than pong) :>
- # [00:43] <Craig`> id like that
- # [00:44] <Hixie> there's a lot of tutorials for the simple stuff, and there's lots of books on the advanced stuff, but what i haven't found is tutorials introducing the middle ground stuff, like how to actually implement multiplayer real-time games in principle (handling lag and the like)
- # [00:44] <aho> but first i gotta write about this: http://kaioa.com/k/bugger/bugger.js
- # [00:44] <aho> because it's so f-ing silly :)
- # [00:44] <heycam> is there a list of split-out specs that have been published at the w3c that still exist in the whatwg full version?
- # [00:44] <Hixie> yeah, it's on the whatwg faq
- # [00:45] <heycam> ah http://wiki.whatwg.org/wiki/FAQ#What_are_the_various_versions_of_the_spec.3F thanks
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- # [00:46] <aho> handling lag is a f-ing mess
- # [00:46] <Craig`> so yeah, is there a list or alike for games to try to implement starting from easy? heh.
- # [00:47] <aho> i can explain the concepts of a game called ping (first game i ever wrote)... it's the bare minimum... it's just enough to call it a game
- # [00:48] <aho> there are two lanes... and a paddle which can be either on the left lane or the right one. a ball drops randomly... and you gotta deflect it... you can switch the lanes by pressing a key
- # [00:48] <aho> over time it gets faster
- # [00:48] <Craig`> tbh after reading some tuts i think i could have a go at pong
- # [00:48] <aho> and you get more points
- # [00:48] <aho> :>
- # [00:49] <aho> shoot em ups (the simple kind that is) are also very easy to write
- # [00:50] <Craig`> im guessing that once youve got the basics they seem to become easier
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- # [00:50] <Hixie> singleplayer (or locally multiplayer) pong and tic tac toe are both good starting games
- # [00:51] <aho> or apple chess
- # [00:51] <Hixie> i did rock paper scissors long ago :-) http://software.hixie.ch/fun/games/rps
- # [00:51] <Hixie> apparently the images for rock and paper have broken
- # [00:52] <aho> Adobe's license agreement for downloading Acrobat Reader is a PDF. Well done Adobe. Well done. - https://twitter.com/#!/robarnold/status/5753460003704833
- # [00:52] <aho> haha
- # [00:52] <Craig`> heh cool Hixie
- # [00:52] <Hixie> here's my tic tac toe http://software.hixie.ch/fun/games/tic-tac-toe
- # [00:53] <Hixie> did most of those over christmas of 2000 iirc
- # [00:53] <aho> http://mbtic.com/ddd (still not finished) :f
- # [00:54] <aho> 100% pure backtracking :)
- # [00:54] <aho> i do like logic maze games though
- # [00:55] <boogyman> Hixie: ttt fail :P
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- # [00:56] <Craig`> aho, i like that; you make it?
- # [00:56] <aho> ye
- # [00:56] <Craig`> very nice
- # [00:56] <aho> ~3kb js + ~83kb blob file
- # [00:57] <aho> <4kb for the page :)
- # [00:57] <Hixie> aho: pretty neat
- # [00:57] <Hixie> and pretty pretty too :-)
- # [00:57] <Craig`> im interested in webgl but im wanting to play around with canvas first
- # [00:57] <aho> :)~
- # [00:58] <Hixie> boogyman: how is it fail?
- # [00:59] <Philip`> Hixie: RTS-style multiplayer, or FPS-style multiplayer, or something else?
- # [00:59] <Hixie> Philip`: not sure what difference it makes in this context, can you elaborate?
- # [00:59] <aho> http://kaioa.com/k/rm2.avi <- also need to port that one over :)
- # [00:59] <boogyman> if the "computer" goes first and game ends on a draw, the last piece isn't placed prior to the "It's a draw" message being shown
- # [00:59] <aho> would be perfect as small n silly web game
- # [01:00] <Hixie> boogyman: it says "it's a draw" as soon as the game is a draw
- # [01:01] <Hixie> boogyman: which can be before all the pieces are placed
- # [01:01] <boogyman> Then it fails on the draw logic
- # [01:01] <TabAtkins> Hixie: ttt is solved. You should just say "It's a draw" immediately. ^_^
- # [01:01] <Philip`> Hixie: RTS usually has a lot more objects moving around the world, and usually allows more latency - you can press a key and then your input gets shared across the network and then executed simultaneously by every player perhaps 300ms later, and nobody notices the delay
- # [01:01] <Craig`> aho, thats brilliant!
- # [01:02] <aho> :)
- # [01:02] <Hixie> TabAtkins: it's not a draw if you play poorly :-)
- # [01:02] <Craig`> id love to be able to make things like that D:
- # [01:02] <Hixie> Philip`: i guess FPS, then, though it's actually a 2d over-the-top rendering in the current implementation
- # [01:02] <Philip`> Hixie: FPS requires much more responsive input, so usually it does some approximate client-side prediction and then tries to catch up with the server to stay in sync
- # [01:03] <Hixie> Philip`: imagine multiplayer pacman, where the position of the ghosts can't be 300ms behind
- # [01:03] <boogyman> Hixie: A draw can be already determined with 2 pieces yet to play
- # [01:03] <Hixie> Philip`: diablo 2 might be another good analogue
- # [01:04] <Hixie> boogyman: yeah i think it's only testing it on the computer's turn
- # [01:04] <TabAtkins> Hixie: Luckily for things like Pacman, you can do prediction pretty easily.
- # [01:04] <Hixie> TabAtkins: yeah, but it'd still be nice to have a tutorial somewhere that walked someone through this. It's not a hard problem, it's just something for which I've never seen good beginner tutorials.
- # [01:05] <Hixie> boogyman: specifically iirc what happens is that if the computer determines it can't either win or lose, it just says "it's a draw" instead of picking a move at random
- # [01:05] <boogyman> Yeah, I understand the logic :P
- # [01:05] <Hixie> well it's not a fail :-P
- # [01:05] <TabAtkins> Hixie: I guess I'll write on, then?
- # [01:05] <Hixie> TabAtkins: that'd be awesome :-)
- # [01:06] * TabAtkins has too many projects he wants to do this weekend since he has the whole thing to himself.
- # [01:06] * TabAtkins will probably end up doing none of them and just playing video games instead.
- # [01:06] <Philip`> Hixie: Okay, that sounds closer to the FPS style since you want to respond to player inputs faster than the network latency
- # [01:06] <boogyman> It's a half fail, because you stated as soon as the game is a draw, well it's a draw when neither player can win, not only if the computer cannot win
- # [01:07] <Craig`> brb moving from desktop to laptop
- # [01:07] * TabAtkins forgot that his wife is now involved in the story of Brutal Legend, and so he probably can't play it this weekend without her.
- # [01:07] <Hixie> Philip`: yeah
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- # [01:07] <Dashiva> Story
- # [01:07] <Dashiva> That's also a word to use to describe it
- # [01:07] <Hixie> boogyman: it's just attempting to act like a human -- i generally when playing would not say "it's a draw" after i played, only before i played.
- # [01:07] <Philip`> Hixie: If it was the other thing then I would have pointed at http://www.gamasutra.com/view/feature/3094/1500_archers_on_a_288_network_.php?print=1 as a useful article, but it's probably entirely irrelevant here
- # [01:08] <TabAtkins> Dashiva: It has a perfectly servicable (and awesome) story.
- # [01:08] <TabAtkins> (Though the metal is more important.)
- # [01:08] * TabAtkins has rediscovered the metal his dad listened to through this game.
- # [01:08] <Hixie> Philip`: interesting, thanks
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- # [01:10] <craiggles> hey again
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- # [01:13] <Hixie> Philip`: very interesting stuff
- # [01:14] <boogyman> wb Craig
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- # [01:44] <hober> using the DOM, is it possible to add new comment nodes before the document.documentElement?
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- # [01:47] <Hixie> hober: in theory yes
- # [01:47] <Hixie> untested though
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- # [01:53] <hober> document.documentElement.insertBefore(ref_to_comment_node) ?
- # [01:53] * hober will give that a try (in tmpvar's js impl of the dom)
- # [01:54] <Dashiva> Wouldn't it be document.insertBefore(comment, document.documentElement)?
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- # [01:54] <hober> (I'm trying to add paul_irish-style IE conditional comments before <html> in a document that I'm creating with the DOM and then serializing
- # [01:55] <hober> Dashiva: probably
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- # [16:16] <pererik_> /nick pererik
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- # [16:37] <jgraham> gsnedders: Siny? You should write something that does lots of tinagle-based graphcs. Sure to be very siny
- # [16:37] <jgraham> *triangle
- # [16:40] <jgraham> Ms2ger: You could have tried pdf2pdf or something
- # [16:40] <jgraham> (but the pdf worked for me, so...)
- # [16:41] <Ms2ger> I wouldn't have known whether the new PDF would work for Kris
- # [16:41] <jgraham> No, me neither
- # [16:42] <jgraham> I suppose he is useing acrobat
- # [16:42] <jgraham> on Windows
- # [16:42] <jgraham> If you had such a thing to test with
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- # [16:51] <Philip`> You should have made it an XPS file instead
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- # [17:01] <Ms2ger> jgraham, btw, would you mind adding MIT headers to your new Anolis files?
- # [17:08] <jgraham> Ms2ger: I don't mind it happening
- # [17:09] <jgraham> I would be quite surprised if I actually do it though
- # [17:09] <Ms2ger> Okay
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The end :)