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HTML5 Game Dev Tutorials

HTML5 Game Dev Tutorials
iOS 7.1 - minimal-ui is anything but minimal for HTML5 game developers Posted 15:16PM on March 20 2014 by Pascal Rettig This is a guest post from Odobo CTO Peter Mareš. As the developer program for real-money gaming, we assess the impact that any new software update is likely to have on our developer community. The positive news with iOS 7.1 is that this version presents a great opportunity for all HTML5 game developers and full screen app producers. The most exciting addition is a modification to how Safari handles web apps: it makes development easier, improves the look of games and enhances the player experience. In this article, we cover some iOS 7.0 history, prior solutions, and the future ahead with 7.1. iOS 7.0 Safari: a brief history In iOS 7.0, Mobile Safari hid the address bar and changed the behaviour of both full-screen browsing and full-screen mode. iOS 7.0 Safari: a temporary solution This provided a solution; however, it was a messy hack. Safari - full-screen ahead About Odobo

Exploring the Factory Design Pattern Doug Purdy Microsoft Corporation February 2002 Summary: Discusses the Factory creational pattern that uses a specialized object solely to create other objects, much like a real-world factory. The logical and physical models of this pattern are examined, as is one use of this pattern in the Microsoft .NET Framework. (11 printed pages) Contents IntroductionFactory Pattern Logical Model Physical Model Factory Pattern in the .NET FrameworkConclusion Introduction Software changes. This is a daunting challenge. Although this can be a frightening proposition, there are a great many tools at our disposal to ensure that systems are designed to change rapidly while reducing the negative impact these alterations can bring. This article continues our discussion of these design patterns, which began with Exploring the Observer Design Pattern. Factory Pattern An important facet of system design is the manner in which objects are created. One of the most widely used creational patterns is the Factory.

Activision Game Science Principal Component Analysis vs Exploratory Factor Analysis Recently, exploratory factor analysis (EFA) came up in some work I was doing, and I put some effort into trying to understand its similarities and differences with principal component analysis (PCA). Finding clear and explicit references on EFA turned out to be hard, but I can recommend taking a look at this book and this Cross Validated question. Implicit Recommender Systems - Biased Matrix Factorization In today's post, we will explain a certain algorithm for matrix factorization models for recommender systems which goes by the name Alternating Least Squares (there are others, for example based on stochastic gradient descent). We will also go through the ALS algorithm for implicit feedback, and then explain how to modify that to incorporate user and item biases. Unsupervised Anomaly Detection: SOD vs One-class SVM In this article we test two algorithms that detect anomalies in high-dimensional data. Welcome!

Dusk Documentation Here it is! The Careening into Dusk guide! The #1 most requested thing in Dusk is documentation, and, unfortunately, I can't answer that request as fast as I'd like to. I am purposefully leaving out core methods and properties (those that begin with an underscore), because they're just that - core methods and properties. Library Reference dusk.buildMap(filename) Documented Builds a map object from a JSON- or Lua-encoded file exported from Tiled. dusk.setPreference(name, value) Sets a Dusk preference. dusk.getPreference(name) Returns the current value of a Dusk preference. dusk.setMathVariable(key, value) Sets a math variable for the ! dusk.getMathVariable(key, value) Returns the current value of a math variable. Map Reference map.layer A table that contains each layer in a map, stored under map.layer[index] and map.layer[name]. map.tilesToPixels(x, y) Converts base tile coordinates to pixels. Alias: map.tilesToLocalPixels(x, y) map.tilesToContentPixels(x, y) map.pixelsToTiles(x, y) map.tileLayers()

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