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The browser is the sandbox

aifoc.us

111–120 of 202 posts

Re: The browser is the sandbox

#113
post #54
post #37

Earlier quoted context omitted.

> Sidenote: Flash's scripting language, ActionScript is also directly responsible for the generational design of Java-ahem-ECMAScript later on, also TypeScript too. I feel like I am the only one who absolutely loved ActionScript, especially AS3. I wrote a video aggregator (chime.tv[1]) back in the day using AS3 and it was such a fun experience. 1. https://techcrunch.com/2007/06/12/chimetv-a-prettier-way-to-...

How did you got that impression? There is the universal hate for flash because it was used for ads and had shitty security, but anyone I know who actually used AS3 loved it. At its peak, with flex builder, we also had a full blown UI Editor, where you could just add your own custom elements designed directly with flash ... and then it was all killed because Apple did not dare to open source it, or put serious efforts…

I'm in a terrible situation right now where I promised a client a fairly simple web-based game, to be delivered in pixijs. Pixi is great for what it does, and as an old time Flash game coder, I find it mostly does enough for procedural stuff, although it's got its share of quirks, gotchas, bugs and memory leaks. What I didn't think about was how to get prefab vector animations into this game - not sprite sheets, but cut scenes that I wanted to be essentially animated SVGs. So I started to go the Adobe Animate route and found to my horror that it's basically Flash stripped of all its useful tools and riddled with bugs; there's no good way to import those animations as vectors or even as bitmaps into Pixi. Animate's exporter still runs on EaselJS code from 2015 and just spits out badly formed json files that misrepresent the tweens. Worse still, it can't even pack textures correctly or consistently. It appears to size them at random based on what size they are in some random frame. And it crashes anytime it tries to pack a texture large enough to be useful. It's not an understatement to say that Flash 7 or 8, in the early 2000s, was far more advanced and powerful.

So what would have taken a day or two back when Flash was available is now taking a week of hand-writing tweens and animations in raw Typescript, one layer at a time.

Since I happened to write the first canvas-based interactive screen graph code that Grant Skinner partially ripped off to create EaselJS, and since I'm sure he's making a fine living from Adobe licensing it, it's especially galling that I'm still paying for a CC license and this is what I get when I want to use a GUI to make some animations to drop into a game.

It's the first time I've done a 2D game since 2017, and I had over a decade of experience building games in Flash/AIR before that. It's just mind-blowing how stupid and regressed Adobe's tooling has become in the past few years, and how much harder it is to do simple things that we took for granted in the heyday of Flash authoring. There really is still no equivalent workflow or even anything close. I guess that post-Flash, there aren't enough people making this kind of web game content for there to be a solid route without using Unity or something.

Re: The browser is the sandbox

#114
post #54

Earlier quoted context omitted.

How did you got that impression? There is the universal hate for flash because it was used for ads and had shitty security, but anyone I know who actually used AS3 loved it. At its peak, with flex builder, we also had a full blown UI Editor, where you could just add your own custom elements designed directly with flash ... and then it was all killed because Apple did not dare to open source it, or put serious efforts…

> and then it was all killed because Apple did not dare to open source it Did you or, more likely, your phone mistype Adobe? I don’t think Apple ever had the rights to the source or even the source, did they?

Yes, Adobe of course.

Re: The browser is the sandbox

#115
post #54

Earlier quoted context omitted.

How did you got that impression? There is the universal hate for flash because it was used for ads and had shitty security, but anyone I know who actually used AS3 loved it. At its peak, with flex builder, we also had a full blown UI Editor, where you could just add your own custom elements designed directly with flash ... and then it was all killed because Apple did not dare to open source it, or put serious efforts…

I'm in a terrible situation right now where I promised a client a fairly simple web-based game, to be delivered in pixijs. Pixi is great for what it does, and as an old time Flash game coder, I find it mostly does enough for procedural stuff, although it's got its share of quirks, gotchas, bugs and memory leaks. What I didn't think about was how to get prefab vector animations into this game - not sprite sheets, but…

Yes, I know what you mean. I gave up on Adobe Animate.

Pixi is great for anything that is a texture, then it is really fast. Otherwise it is not a flash replacement.

I do not use it for vector animations, but spritesheets or a webm video overlay is what I would use in your case.

Re: The browser is the sandbox

#116
post #40

I don't buy it. It might be very useful for a few use cases, but despite all the desktop automation craze and "Claude for cooking" stuff that is inevitably to follow, our computing model for live business applications has, for maintainability, auditability, security, data access, etc. become cloud-centric to a point where running things locally is... kind of pointless for most "real" apps. Not that I'm not excited ab…

COM is pretty much alive, it is the main delivery mechanism for new Windows APIs since Windows vista, and in the context of your remark powers UI Automation framework.

I have a DDE book somewhere, with endless pages of C boilerplate to exchange a couple of values between two applications on Windows 3.x.

Re: The browser is the sandbox

#117

We never say that it isn't. There is a reason Google developed NaCl in the first place that inspired WebAssembly to become the ultimate sandbox standard. Not only that, DOM, JS and CSS also serves as a sandbox of rendering standard, and the capability based design is also seen throughout many browsers even starting with the Netscape Navigator. Locking down features to have a unified experience is what a browser shoul…

Java is unrelated to ActionScript, LiveScript became JavaScript due to Sun/Netscape business agreements.

Re: The browser is the sandbox

#118
post #82

This is a great example of how useful the File System Access API is. On http://co-do.xyz/ you can select a directory and let AI get to work inside of it without having to worry about side effects. The Fily System Access API is the best thing that happened to the web in years. It makes web apps first class productivity applications.

Unfortunately, this feature of the API is not supported (yet?) either by Safari or Firefox.

Because it is a ChromeOS Platform API, not that it matters with the Chrome market share.

Re: The browser is the sandbox

#119
post #85

Earlier quoted context omitted.

If you mean capturing click metadata (coordinates, timestamps, target elements) rather than actual pixel recording - yes, that's what tools like Hotjar/FullStory do. They record DOM mutations + interaction events and replay them. For your own implementation, document-level event listeners work, though cross-origin iframes are off-limits due to same-origin policy.

yes but i want to capture it without injecting my own js. hotjar etc. need to inject their own js and than they can add mutation observer. I want it for cross-origin frames but after taking users permission similar to screen recording, i guess thats not possible locally.

> I want it for cross-origin frames but after taking users permission

Sadly not to my knowledge.

Re: The browser is the sandbox

#120
post #115

Earlier quoted context omitted.

I'm in a terrible situation right now where I promised a client a fairly simple web-based game, to be delivered in pixijs. Pixi is great for what it does, and as an old time Flash game coder, I find it mostly does enough for procedural stuff, although it's got its share of quirks, gotchas, bugs and memory leaks. What I didn't think about was how to get prefab vector animations into this game - not sprite sheets, but…

Yes, I know what you mean. I gave up on Adobe Animate. Pixi is great for anything that is a texture, then it is really fast. Otherwise it is not a flash replacement. I do not use it for vector animations, but spritesheets or a webm video overlay is what I would use in your case.

yeah, I really didn't want to use video. The vectors are around 64kb per cut scene. I don't want to create several Mb worth of mp4s for each one.
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