[plugin] Node-webkit

  • There are some issues but actually it a <img src="smileys/smiley35.gif" border="0"> great piece of software. As it seems, when they designed it, they tried to make as little change to the chrome or node.js engine as possible. Also, to achieve webl running on the windows on some pc, you have to ship few dll which aren't open-source (i think). Also, minumim size of .exe is around 35 mb, which is a kinda big (or not?)

  • OK. The extra size doesn't really bother me, but do these non-open-source dll's affect things like commercial possibilities?

  • Here's what wiki says:

    Webgl support on windows

    "On Windows with some hardware and driver, WebGL won't work until you copy D3DCompiler_43.dll and d3dx9_43.dll to node-webkit's directory, or install DirectX redistributable.

    For license reasons we cannot ship those DLLs."

    Some info on those .dll's i found:

    Filename:     D3DCompiler_43.dll

    Version:     9.29.952.3111

    Company:     Microsoft Corporation

    Product Name:     Microsoft? DirectX for Windows?

    d3dx9_43.dll

    Microsoft? DirectX for Windows?

    Company:

    Microsoft Corporation

    Description:

    Direct3D 9 Extensions

  • Also this

    "From the DirectX SDK Redist EULA:

    DirectX Software Development Kit Redistributable Code

    Redistributable Code is identified as all of the files in the following "Redist" directory on the DirectX SDK CD/Download:

    redist/

    The following files in the above directory must be included in any distribution of the DirectX Runtime.

    DSetup32.dll DSetup.dll DXSetup.exe DXupdate.cab dxdllreg_x86.cab"

  • Argh stupid dll problems again...

    When I last looked into it apparently the eula said something like to distribute the dll's on a computer the user needs to agree to the direct x eula. With my CC game loot pursuit I'm going to combine the game and direct x Eula at time of installation. Still annoying, though. :/ At least it works at all without them even if it's without webgl (or if the computer doesn't need them).

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  • Hmm. Hopefully there'll be a simple way to get around this.

  • On the side note, i found some additional info about exporting with node-webkit, and setting up package.json correctly:

    nodejs

    (boolean) set nodejs to false will disable node inside WebKit, if you're only using HTML5 to write apps, it could improve stability and performance.

  • Awesome! Ashley can we get a comment on this promising technology?

  • : He already did last time you asked here.

  • Kyatric wow, I am now embarrassed.

    [walk of shame]

    Sorry, Ashley <img src="smileys/smiley5.gif" border="0" align="middle" />

  • Argh stupid dll problems again...

    When I last looked into it apparently the eula said something like to distribute the dll's on a computer the user needs to agree to the direct x eula. With my CC game loot pursuit I'm going to combine the game and direct x Eula at time of installation. Still annoying, though. :/ At least it works at all without them even if it's without webgl (or if the computer doesn't need them).

    If you want to distribuite for windows, otherwise don't need to include if you target for mac and linux.

  • Has anyone tried to export for mac or linux?

    If anybody has a mac or linux OS please test!

  • Has anyone tried to export for mac or linux?

    If anybody has a mac or linux OS please test!

    I will get a mac on january, i will test linux with Ubuntu tonight.

  • JohnnySheffield

    Is it possible to get an 'Is NodeWebkit' condition so I can differentiate between a node export and something else?

    The reason I ask is because for mobile games I don't need to add an exit option, but for node games I do. I'd like to conditionally display it :)

    Thanks for the awesome work, it runs beautifully.

  • Good suggestion!

    I'll look into how to implement this today, hopefully it won't be an issue!

    Also, i'll release updated plugin with some new ace's during the day!

    Cheers!

    ----

    It seems i'll have to redesign the plugin a little bit. Currently it wont work if you try to preview on a local server. I'll try to make a workaround for today release so it doesn't break your project if you export it as a html5 game and don't wrap it in node-webkit.

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