09 Jul 2012, 00:35

SpainJS

Yesterday I had the honor to give a presentation at the SpainJS Javascript conference in Madrid, on the topic of Videogames and Javascript. I wasted a lot of time preparing a dynamic HTML5 page for my deck of slides, which was my excuse to play with CSS 3d transitions and fancy formatting. You can see the dynamic deck (which needs Chrome/Firefox or a similarly decent browser), the static deck (should work everywhere), a PDF I converted using wkhtmltopdf, the Speakerdeck, or the video. Enjoy!

16 May 2012, 01:35

Githubbed!
A few months ago I created a Github account to see what it’s all about. Even if you use it yourself without all the nice features of a distributed version control system, it’s a great way to manage & publish your open source projects! I put up there some of my old C/C++ code, and a few experiments I’ve toyed with in my (now scarce) spare time, mostly related to JavaScript.

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09 Mar 2012, 01:25

GDC 2012

[Edit]: The GDC Vault is now open for business, with lots of slides and presentations. Meggan Scavio also had good news on Twitter about availability of free videos.

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07 Mar 2012, 03:37

Unity3D 3.5 mobile is free…

..Until April 8th. It normally costs around $800, so get it even if you don’t have immediate plans to use it.

07 Mar 2012, 03:18

Metro and JavaScript
On Facebook I wrote a bunch of thoughts on the fact that Windows 8 treats JavaScript as a first-class citizen for native Metro apps. It was triggered by thisand a few other related reads on WinJS. In general, there is value in having a single language available for all your needs and platforms even if it’s not 100% portable (look at C/C++). JavaScript is the most widely available language today and, while ugly, the popularity of runtimes like NodeJS and the myriad HTML5 mobile app wrappers like PhoneGap prove that it is viable.

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04 Feb 2012, 02:45

Facebook IPO and Mobile Social Games

Facebook’s IPO has been announced, and this means lots of details on Facebook financials have become public. The most interesting bits for social game developers (in VERY broad terms):

  • Almost all revenue from Facebook Credits is generated by games.
  • Zynga makes up 80% of the total Facebook Credits revenue.
  • In broad numbers, on Facebook, Zynga has MAU equal to 1.5x all other game devs combined. But Zynga’s FB Credits revenue is 4x. That’s an idea of how much better Zynga is at getting players to pay.
  • Most of Facebook’s revenues come form advertising.
  • Facebook mobile gaming is in its infancy.
  • Half of Facebook users use the site via mobile, and this percentage is growing very quickly, but Facebook does not monetize them with games nor advertising.

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28 Jan 2012, 03:47

node.js

cdoral in another post mentions node.js. I have been following this project for a while so I thought I’d write a little blurb about it and include a few links for further and more in-depth information. Coincidentally, the Node Summit was held this week in SF, so there may be interesting and fresh material coming from there soon.

First things first: I have played with node.js for little experiments but haven’t yet found an opportunity to put it to real, production use. Version 0.6 addressed some of my questions about its capabilities and performance, and it is already being used on production servers for many traffic-heavy sites like eBay or LinkedIn, so it’s clearly gone beyond the experimental stage. If you are building a web service today, node.js is a technology you should consider.

Node is a stand-alone executable that will run a JavaScript file passed on the command line:

node app.js

Your JavaScript program can use the standard JavaScript libraries (Math, etc) and a bunch of node-specific libraries. In most cases, your program will enter an infinite event loop and start receiving, processing and responding to network requests.

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28 Dec 2011, 00:09

Unity3D 3.5 Developer preview is out

And it includes a fancy exporter to Flash11 / Stage3D. All of a sudden, the best way to author advanced Flash content is Unity, not Flash. Considering that Adobe makes their money from Flash tools rather than the plugin, it’s a really odd situation. With the current outlook of Flash after the ‘Flashmageddon‘, it’s hard to say how relevant this will be in the long term, but it’s an impressive feature! And the obligatory cube to celebrate it:

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26 Dec 2011, 10:07

Colors!

Our little one loves to grab anything shiny, but is especially attracted to LCD screens of any type. He loves the netbook, the MacBook, my desktop’s dual monitors, and of course the big TV, but most of all he loves the iPhone. I often activate the camera in reverse mode and let him play with it, but there’s always been a problem: while he manipulates the phone, he will push some control or other and stop the camera, go to the desktop and start pushing random icons. I was wishing for some sort of ‘baby mode’ where something neat would be happening on the screen, but controls would be disabled.

I decided to use the Sunday morning to dust off my Canvas, CSS and JavaScript skills to code, with Alba’s design input and feedback, a little BabySaver that could keep his attention with bright colors, and be impossible to quit for him. Click here to see its current form. Click on the “Endless” button to enable interactions, otherwise any clicks will take you to my homepage.

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15 Dec 2011, 08:48

Text Editors

Programmers spend most of our time in front of a text editor. Whether it is a standalone editor, or one integrated in an IDE, that’s just what we do.

Back in MS-DOS days, my editor of choice was QEdit, later renamed to The Semware Editor. I loved its configurability, and remapped pretty much everything in it to suit my preferences. Around that time I was also working on Unix systems and used vi there, although only for short editing sessions. I had been exposed to Emacs multiple times (starting with MicroEmacs on the Atari ST), but I could never get comfortable with its crazy keyboard combos.

After Windows 95 came and became my regular environment, the best choice was Ultraedit. Very soon, Microsoft Visual Studio became the compiler and IDE of choice for Win95 development, and its built-in editor proved quite powerful, so I would use Ultraedit for editing files that were not C++.

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