Let's move on to the most interesting - a selection of the most useful and interesting, in our opinion, tricks and hidden features of Chrome DevTools.
1. We inspect the animation
The animations in DevTools will allow you to slow down all the animations on the page or to move the "hands" animation.

Skull 12 october 2017, 15:04

In modern software very often there is a need to perform various operations with all kinds of money. However, until now, I have never found documentation, which would have brought together the basic rules for presenting amounts and implementing financial calculations. In this article, I will try to formulate those rules that have been compiled on the basis of personal experience.

Skull 11 october 2017, 9:40


WebRTC can work Peer-to-Peer and Peer-to-Server, where in the role of a feast, usually acts as a browser or mobile application. In this article, we'll show you how WebRTC works in Server-to-Server mode, what it does and how it works.
Skull 11 october 2017, 9:37

The artists painted bright graphics, the programmers built it into the game, the animators added movements - it would seem, everything is ready. But no, managers do not like:
You need to remove gray spots and white lines. Then the pulsating button jerks, there the progress bar goes with a ladder.
You look at the game resources - there is nothing in them, all sprites are cropped. You read the code - the formulas are correct, there is enough shader accuracy. But the result was still unimportant. Where is the mistake?


A small poll for those who already know where the artifacts come from. What to do in this situation?

You need a powerful graphics card and fresh drivers;
It is worth making downloadable sets of graphics for all possible screen resolutions;
Square textures with the sizes of a degree of two do not have such problems;
This is all due to the compression of graphics (PVRTC / DXT5 / ETC1 / ...);
In the graphics editor you will have to smudge the edges slightly;
This should have happened, because we did not prepare graphic data;
Only antialiasing will help;
You need textures and targets in the premultiplied alpha mode.

What is the correct answer, why exactly and how to overcome the artifacts of graphics read under the cut.
Skull 10 october 2017, 10:21

I will introduce you to the full tutorial on HTML5 with a demo on the algorithm of machine learning the video game Flappy Bird. The purpose of this experiment is to write an artificial intelligence controller based on neural networks and a genetic algorithm.

That is, we want to create an AI robot that can learn the optimal game in Flappy Bird. As a result, our little bird can safely fly through obstacles. In the best scenario, she will never die.

After reading the theory behind this project, you can download the source code at the end of this tutorial. All code is written in HTML5 using the <a title="Phaser Framework" href="http://phaser.io/"> phaser </a> framework. In addition, we used the Synaptic Neural Network library to implement a neural network so that it would not be created from scratch.
First, look at the demo to evaluate the algorithm in action:


Run in full-screen mode
MeLavi 10 october 2017, 9:05

It has been four and a half years since I, using a freshly received invoice, wrote previous hubra with such a title. A great time for the gaming industry. Many new good games have appeared and recently I felt an urgent need to share knowledge about them with the general public.

Despite the danger that again there will be a dispute regarding the title, I decided to leave it as before, in order to preserve continuity. You can take it as "games for those who have the ability to program," or something like that. However, I believe that you are reading this post not for reasoning about semantics, so let's get to the point.
MeLavi 9 october 2017, 12:27

China is funding the development of the world's first prototype supercomputer for exaflop computing. The speed of the system will be a quintillion operations per second. Such a capacity the country will send to support the program of marine research.

KlauS 7 october 2017, 10:49

These are the principles of software development, taken from the Robert Martin Clean Code book and adapted for PHP. This manual is not a programming style, but to create a readable, reusable and refactoring-friendly PHP code.
Not each of these principles should be strictly observed, and with even fewer will all agree. These are just recommendations, not more, but they are all codified in the author's many years of collective experience.
The article is inspired by clean-code-javascript .
KlauS 7 october 2017, 10:27

Developing a game for iOS
Promotion of the game
Purely neighing
This story happened in May exactly on the bench where Berlioz and Bezdomny had argued about the essence of Christ. My friends and I also argued about the possibility of making money on our iPhone-game. I said, suddenly, that without investing money it is impossible. Reluctantly my opponents agreed. I strengthened the trolling and added: - My friends, without big money it's absolutely impossible! Any amount less than $ 25,000, spent on the promotion of the application - will turn into a zipper. Пшшшш!

Everyone was indignant and drove me off the bench. At the same time, and from Moscow.

Following the publication of image

Following the publication of the flared up serious competition for the Cup 26-08.
Players with Habra are so strong that on the first day they kicked me from the top of Olympus. But! In the first tower I found a solution for 2 points better than the others. And I won guys from Ukraine and Russia.
We can still!

KlauS 6 october 2017, 11:24

It's hard to argue that the landscape is an integral part of most computer games in open spaces. The traditional method of realizing the change in the relief of the surrounding surface player is the following - take the mesh, which is a plane and for each primitive in this grid, we make a displacement along the normal to this plane by a value specific for this primitive. In simple words, we have a single-channel texture of 256 by 256 pixels and a grid plane. For each primitive from its coordinates on the plane, we take the value from the texture. Now we simply move the coordinates of the primitive along the normal to the plane by the resulting value (Fig. 1)

Pic.1 map of heights + plane = terrain

Why does this work? If we imagine that the player is on the surface of a sphere, and the radius of this sphere is extremely large in relation to the size of the player, then the curvature of the surface can be neglected and a plane can be used. But what if we do not neglect the fact that we are on the sphere? I would like to share my experience of constructing such landscapes with the reader in this article.
KlauS 6 october 2017, 11:22
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