With Unix sockets you can even have in-order datagram semantics, which I think is just neat!
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lxtx
Rather go with C, or as was pointed out in this thread, Orthodox C++.
Less time being bogged down in the quagmire of C++ "features".
Thanks! Although I don't agree with all of the points, it was a good read.
Language intricacies aside, is there a reason to use Clojure over Elixir, Erlang? Genuinely curious what JVM has to offer vs BEAM / OTP if you're going to use dynamic languages.
What's with the proliferation of emojispeak?
Not sure if it's a new one, but I'm liking https://www.coursera.org/learn/financial-markets-global thus far.
Sadly no, but I don't think there's much of a ping difference on a good network. With WebRTC (datachannels in UDP mode) you just get the benefits of UDP (or lack thereof :)).
Basically yes, a custom datachannel implementation. Haven't updated it lately, but it's up at https://github.com/seemk/WebUDP
Only played it with my friends, don't think a map ever exceeded 10 players. So I can't say much about scaling - although it was a client-server model over UDP and not peer to peer networking.
If I remember right, this one is over WebSockets and the server is compiled to js as well. My version had a native server and browser clients.
Quake's source code is very hackable. I forked ioquake3 for a personal project and it was surprisingly easy to add WebRTC support to the C codebase, so you could play it in your browser over WebRTC :)
If I remember correctly, there was no matching system in BW.
The forked ioquake3 is available at https://github.com/seemk/ioq3
However it's not trivial to get it working at the moment, will hopefully soon come back to this project and finish it :D
You can. I've used WebRTC for multiplayer support in Quake 3 compiled to WebAssembly.
You can also prerender the tiles on a powerful machine and host them on a cheap instance (assuming you don't need very large regions). A while ago I created an OSM server (https://github.com/seemk/TileSweep) to do this for me, you can select regions you want to render via a polygon and you get a SQLite database of the tiles. It can also run as an alternative for mod_tile + renderd.
I rendered all of Estonia from zoom levels 0 to 18 (~16.5M tiles) which is around 20GB and host the tiles on a cheap DigitalOcean instance.
I've written a library for that purpose [1]. It's not ideal, but I guess it's as close as you can get to UDP in a browser without using extensions.
It is not entirely P2P, a server can act as a "peer" for all clients and handle the connections itself.
libh2o does not require libuv, it has its own event loop. libuv is optional.
Not really, I can still use my mobile ID just fine. Not even in a hurry to get my certificates updated.
Totally agree with your point on HOG + SVM, I think it is obsoleted by convolutional neural networks.
I wrote a realtime human detection library [1] for a robotics project that used HOG + a simple neural net for classification. While it worked okay, I wasn't happy with the precision (around 90%) and decided to try out a simple convnet from Torch (doing the classication on depth images instead of HOG descriptors). The Torch version was slightly slower on a CPU, but both the precision and recall jumped up drastically.
Definitely a bit weird. Where are you located? The echo demo server is hosted in the Netherlands. That's how the round trip histogram looks for me in Estonia: https://i.imgur.com/iBoqwe4.png I'll take a look later if there's any noticeable delays caused by the server.
An "UDP" server for browser clients: https://github.com/seemk/WebUDP
Posted this recently in another thread, but maybe someone will find https://github.com/seemk/WebUdp useful as there have been many WebRTC threads lately. It's a WebRTC DataChannel server implementation for out of order, unreliable UDP traffic for browsers that has built-in SDP signaling and STUN.
You might want to check out the project I've been working on: https://github.com/seemk/WebUdp
It's a minimal WebRTC server implementation (SDP, STUN, SCTP, DTLS and everything else) contained in a single library. Note that it only implements a subset of the specs to get it working and probably still is buggy (experimental!) as I'm developing it while working on another project that uses it.
Wasn't the Machine supposed to be a memristor computer? Did they ditch the project?