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gren

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http://greweb.fr/

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greweb.me 10y ago

WebGL image/video/text slideshow engine with incredible effects

gren
3pts0
github.com 11y ago

A better JSON.stringify

gren
2pts1
greweb.me 11y ago

Making performant React applications

gren
1pts0
greweb.me 11y ago

A game ruled with Cellular Automata in WebGL GLSL

gren
3pts0
vindinium.org 11y ago

Vindinium: An artificial intelligence programming challenge

gren
158pts42
greweb.me 11y ago

WaveGL = WebGL + Audio

gren
3pts0
glsl.io 12y ago

WebGL Transitions for your image/video slideshows

gren
6pts2
en.lichess.org 12y ago

Strongest chess player, ever

gren
170pts109
www.youtube.com 12y ago

GLSL.io: an Open Collection of GLSL Transitions

gren
3pts0
glsl.io 12y ago

GLSL.io, an Open Collection of WebGL Transitions

gren
6pts0
news.ycombinator.com 12y ago

Ask HN: system which allows messages to be decrypted at a given time?

gren
1pts2
zhuoweizhang.net 12y ago

Flappy 2048 in HTML5 Canvas

gren
38pts17
greweb.me 12y ago

Panzer Dragoon remake in 1019 bytes of JavaScript

gren
2pts0
www.mrspeaker.net 12y ago

The simple genius of Flappy Bird

gren
41pts31
greweb.me 12y ago

Functional Rendering

gren
33pts4
srenault.github.io 12y ago

Typescript

gren
1pts0
beez.greweb.fr 12y ago

Using smartphones in P2P (WebRTC) as collaborative Synth effect controllers

gren
6pts0
greweb.me 12y ago

Beez, a WebRTC Audio Synthesizer using smartphones as effect controllers

gren
6pts0
greweb.me 12y ago

Frequency Modulation (FM) with Web Audio API

gren
31pts5
jsfiddle.net 12y ago

Generative FM synth with Web Audio API

gren
2pts0
greweb.me 12y ago

Collaborative modular audio tracker (Web Audio API + MIDI API)

gren
1pts0
greweb.me 13y ago

Introduction to Q Promises - episode 1

gren
2pts0
www.commonjs.org 13y ago

CommonJS.org: "javascript, not just for browsers any more"

gren
2pts0
zanimo.us 13y ago

Zanimo.js, a Promise-based animation library using CSS Transitions

gren
4pts0
blog.greweb.fr 13y ago

glsl.js - abusing WebGL shaders for efficient 2D

gren
107pts24
blog.greweb.fr 13y ago

glsl.js, a light Javascript & GLSL library

gren
3pts0
blog.greweb.fr 13y ago

Show HN: PlayCLI: Play Iteratees + UNIX pipe

gren
57pts5
blog.greweb.fr 13y ago

Be careful with JS numbers

gren
124pts58
blog.greweb.fr 13y ago

PlayFramework: stream a big Zip generated on-the-fly without memory load

gren
1pts0
blog.greweb.fr 13y ago

Real-time web streaming with PlayFramework Iteratees

gren
41pts3

I was also perplex the first time I entered this project. You would be surprise how this simple rules is already quite challenging. This game is fully observable and also determinist, which give way to make much more complex AI I think. I see it a bit like Chess: Pretty simple rules but there is still a fight to have the best AI in chess.

This game is fully observable and determinist so that is not the hardest situation. However there is still a lot of possible game states.

I've started an attempt to have a tree of all possible actions and using a minimax algorithm (with a score function + alpha-beta pruning) but this is not yet conclusive because I can't explore so much deep (was able to explore up to 20 next player decisions but that is just 5 moves of your hero).

I think this game is enough simple to try to have this approach but also challenging because there is still up to 5 possible actions per turn so it is a max of 5^1200 total of possible state for a game – a lot.

My current approach is now to try to have a minimax with pre-explored interesting path in the tree (e.g. all path which leads to tavern and mines), that is still a lot of computations.

I'm a bit skeptical about this new property.

In this basic example,

    .element:hover {
	will-change: transform;
    }
    .element:active {
	transform: rotateY(180deg);
    }
it seems very predictable. I don't get why the browser couldn't guess (with some heuristics) what to prepare.

Also I feel we will misuse this feature and tend to make the performance worth than if the browser would detect what are the "will-change"s.

An other common mistake when you begin with promise:

    var result = promise.then(identity, function (error) { console.log(error); })
Oops, you just recovered your promise with undefined. result will always be successful. Yes if you don't throw again (or return a new failure promise) in your error callback it will make the resulting promise successful.

I haven't checked if this behaviour is the same on the DOM Promise API but it is on Q (which is the most popular JS lib for Promises).

Awesome, we have a multiplayer version, a bot version, a terminal version, what's next? Who's gonna make the flappy bird version?

Very interesting Web Audio API experiment,

To reply to you, forgetting that the interface is not really touch friendly, I was totally able to make it run in the background on a Nexus 4 with Chrome (the Web Audio API works in the background with Chrome), however I got some clicks (interruptions) in the sound probably due to the bad performance the Web Audio API gets in Android Chrome today.

I wish there was a way to contribute (Github?) to improve this app.

I know the mess is in the OS-side but is there any chance we will have some day a DOM API independent of the keyboard layout?

For instance you want to make a game using WSAD keys, well in a french keyboard it's ZSQD... Also in a French keyboard, there some keys which trigger the same keycode so you cannot differenciate them! (I think it was the comma with something else)

If you want to make a software like Blender on the web which have a lot of key shortcuts you are a bit screwed!

This is cool. Unfortunately I think it miss something important: the way to change the rendering style (see for instance http://www.websequencediagrams.com/ ).

Such aesthetic feature is significant IMO,.. I tend to always make my schema myself with Inkscape because most software missed that "post-processing" touch.