Ashley's Recent Forum Activity

  • WebRTC can't connect directly to an IP. It needs to exchange the offer/answer and ICE candidates from both ends. The easiest way to do that is via a web server, which is the signalling server.

  • The text object isn't floating above the canvas in C2 or C3 - it renders like a sprite. TextBox (the text input control) is a form control so does float above the canvas.

    The text object also renders in the canvas so is not a DOM element and therefore cannot be styled with CSS, in the same way you can't style a sprite with CSS.

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  • Our goal is to keep the update pace more or less the same as it has been over the past year - but things have been rather busy lately! We'll get back to the next C2 update soon.

  • Just to be clear, you can do that in C2 already as well, there's nothing new in C3 aimed at that.

  • We're not planning on running the actual game preview inside the editor at the moment, but there's nothing stopping you designing your own level editor at runtime using events.

  • In C2, the multiplayer plugin is already supported on Android. The only hold-up with iOS is when Apple support WebRTC in Safari. As soon as they do, the existing C2 multiplayer plugin should work on iOS, too. Apparently Apple are already working on it.

  • Stuff like a better event search, or cloud-compile could had been implemented in C2 without much stress.

    This is not the case at all. In particular the "find all references" feature was largely made possible by comprehensive redesign of the event system architecture, which we did as part of rebuilding the editor for C3.

    Editor-integrated webfonts are another case where doing it in a desktop app would have been far more difficult.

    It's easy to say "but they could have done that in their old software", but you can't see the technical realities behind the scenes.

  • change all my asset and variable names to the plugins name, game id etc

    Most of that information - such as all object and variable names - is stripped out from exported projects. So going through your projects renaming things is a waste of time, because all that information is removed.

    Also if you enable "minify script", the resulting obfuscation is pretty strong protection against anybody reverse-engineering the logic of your project.

    Anyways, this is pretty confusing and I can't seem to pin down what people want. There's discussion of obfuscating the project data - which is already done pretty strongly on export! - or even asking for less obfuscation (you can turn off "minify script" if you want but that doesn't make your project easy to mod).

    What exactly are people after here? I'm not going to start writing a feature until I have a clear answer that makes sense about what people want and why.

  • Okay, but that's very different to the Cordova project saying that

    As I said before, slower and working is better than fast and broken.

    Also, I strongly suspect the performance is simply GPU blacklisting, in which case the performance difference is likely far smaller.

  • So I was thinking about this some more, and I guess something we could do with hopefully minimal performance impact is something simple like XOR encrypt the project name over the content of all asset files. If it's reversed at the point of loading hopefully there won't be too much delay (although this remains to be seen), and it stops you "just opening" any asset files.

    The thing is this is basically homeopathy for security. It is not remotely secure in any meaningful way. XOR encryption is the type of thing treated as a joke by professionals (but it's quick and simple, which is the main reason I consider it). But - if you find the file you can't immediately open it until you figure out how to at least run the reverse XOR process. So this will function well enough to stop people idly browsing around your assets. But it won't pose much of a barrier to anyone with common technical skills. We could choose some really tough encryption, but then crackers will fall back to other tactics like scraping from RAM while your game startup time needlessly suffers.

    My main objection is what does this really solve? I feel like people want to tick a box on a checklist that says "encryption" and get a warm fuzzy feeling that their work is at last safe, but that is not at all the case, even with some supposedly strong encryption. If someone wants to rip your music and sell it online, they can find a way. By far the more effective way to counter this is copyright law.

    We're also a small team and I'm keen to spend time where it matters. Lots of people want exciting new features like modularity in events. I want to do that a lot more than I want to sit around fine-tuning the performance of a placebo algorithm.

    So, is this really what people want? Do you really think this will make a material difference to anything?

  • Where did the Cordova project say that? I didn't think they'd recommend a competing company's proprietary technology...

    If there is really that big a difference (20fps vs. 60fps) are you sure you're not on a GPU-blacklisted system or getting dropped back to canvas2d rendering? That's exactly the performance difference you'd see if that was happening. In which case really you're testing hardware-accelerated vs. software rendering, which is an unfair comparison.

  • There's no limit, but you'll quickly run in to bandwidth constraints. The multiplayer tutorial talks about that a bit.

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Ashley

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