News for hackers. Stuff that matters.

lxtx

Re:Fun with Unix domain sockets on Saturday July 24, 2021 @03:50PM (#27943889)
With Unix sockets you can even have in-order datagram semantics, which I think is just neat!
Re:Ask HN: Getting back to C++ and looking for ideas on Saturday May 08, 2021 @06:50PM (#27091509)
Rather go with C, or as was pointed out in this thread, Orthodox C++.

Less time being bogged down in the quagmire of C++ "features".

Re:Why Clojure? (2018) on Sunday January 03, 2021 @01:20PM (#25623668)
Thanks! Although I don't agree with all of the points, it was a good read.
Re:Why Clojure? (2018) on Sunday January 03, 2021 @12:13PM (#25623092)
Language intricacies aside, is there a reason to use Clojure over Elixir, Erlang? Genuinely curious what JVM has to offer vs BEAM / OTP if you're going to use dynamic languages.
Re:GitHub Readme Templates on Sunday July 26, 2020 @11:14AM (#23957623)
What's with the proliferation of emojispeak?
Re:Ask HN: Did you take any fresh MOOCs as of 2020? on Friday July 03, 2020 @08:57AM (#23723551)
Not sure if it's a new one, but I'm liking https://www.coursera.org/learn/financial-markets-global thus far.
Re:QuakeJS – A Quake Port to JavaScript with Emscripten on Monday April 06, 2020 @11:59PM (#22800240)
Sadly no, but I don't think there's much of a ping difference on a good network. With WebRTC (datachannels in UDP mode) you just get the benefits of UDP (or lack thereof :)).
Re:QuakeJS – A Quake Port to JavaScript with Emscripten on Monday April 06, 2020 @05:04PM (#22797853)
Basically yes, a custom datachannel implementation. Haven't updated it lately, but it's up at https://github.com/seemk/WebUDP
Re:QuakeJS – A Quake Port to JavaScript with Emscripten on Monday April 06, 2020 @04:53PM (#22797747)
Only played it with my friends, don't think a map ever exceeded 10 players. So I can't say much about scaling - although it was a client-server model over UDP and not peer to peer networking.
Re:QuakeJS – A Quake Port to JavaScript with Emscripten on Monday April 06, 2020 @04:43PM (#22797647)
If I remember right, this one is over WebSockets and the server is compiled to js as well. My version had a native server and browser clients.
Re:QuakeJS – A Quake Port to JavaScript with Emscripten on Monday April 06, 2020 @04:35PM (#22797545)
Quake's source code is very hackable. I forked ioquake3 for a personal project and it was surprisingly easy to add WebRTC support to the C codebase, so you could play it in your browser over WebRTC :)
Re:A restaurant owner who asked for 1-star Yelp reviews on Sunday June 09, 2019 @11:16AM (#20139736)
If I remember correctly, there was no matching system in BW.
Re:OpenTTD Compiled to WebAssembly on Monday April 01, 2019 @11:49AM (#19544601)
The forked ioquake3 is available at https://github.com/seemk/ioq3

However it's not trivial to get it working at the moment, will hopefully soon come back to this project and finish it :D

Re:OpenTTD Compiled to WebAssembly on Monday April 01, 2019 @04:05AM (#19541409)
You can. I've used WebRTC for multiplayer support in Quake 3 compiled to WebAssembly.
Re:Farewell, Google Maps on Friday July 20, 2018 @04:02AM (#17573239)
You can also prerender the tiles on a powerful machine and host them on a cheap instance (assuming you don't need very large regions). A while ago I created an OSM server (https://github.com/seemk/TileSweep) to do this for me, you can select regions you want to render via a polygon and you get a SQLite database of the tiles. It can also run as an alternative for mod_tile + renderd.

I rendered all of Estonia from zoom levels 0 to 18 (~16.5M tiles) which is around 20GB and host the tiles on a cheap DigitalOcean instance.

Re:Clang runs in the browser and compiles C++ to WebAssembly on Tuesday January 02, 2018 @04:59AM (#16050969)
I've written a library for that purpose [1]. It's not ideal, but I guess it's as close as you can get to UDP in a browser without using extensions.

[1] https://github.com/seemk/WebUDP

It is not entirely P2P, a server can act as a "peer" for all clients and handle the connections itself.
Re:LibHTTP: Open Source HTTP Library in C on Friday November 10, 2017 @02:42AM (#15668551)
libh2o does not require libuv, it has its own event loop. libuv is optional.
Not really, I can still use my mobile ID just fine. Not even in a hurry to get my certificates updated.
Totally agree with your point on HOG + SVM, I think it is obsoleted by convolutional neural networks.

I wrote a realtime human detection library [1] for a robotics project that used HOG + a simple neural net for classification. While it worked okay, I wasn't happy with the precision (around 90%) and decided to try out a simple convnet from Torch (doing the classication on depth images instead of HOG descriptors). The Torch version was slightly slower on a CPU, but both the precision and recall jumped up drastically.

[1]: https://github.com/seemk/FastHumanDetection

Re:Building multiplayer games with Socket.io and HTML5 Canvas on Sunday September 24, 2017 @06:41AM (#15324212)
Definitely a bit weird. Where are you located? The echo demo server is hosted in the Netherlands. That's how the round trip histogram looks for me in Estonia: https://i.imgur.com/iBoqwe4.png I'll take a look later if there's any noticeable delays caused by the server.
Re:Building multiplayer games with Socket.io and HTML5 Canvas on Saturday September 23, 2017 @04:00PM (#15321409)
An "UDP" server for browser clients: https://github.com/seemk/WebUDP
Re:The Need for Web UDP on Wednesday July 26, 2017 @05:45PM (#14860649)
Posted this recently in another thread, but maybe someone will find https://github.com/seemk/WebUdp useful as there have been many WebRTC threads lately. It's a WebRTC DataChannel server implementation for out of order, unreliable UDP traffic for browsers that has built-in SDP signaling and STUN.
Re:A real world guide to WebRTC on Monday July 17, 2017 @08:55AM (#14788009)
You might want to check out the project I've been working on: https://github.com/seemk/WebUdp

It's a minimal WebRTC server implementation (SDP, STUN, SCTP, DTLS and everything else) contained in a single library. Note that it only implements a subset of the specs to get it working and probably still is buggy (experimental!) as I'm developing it while working on another project that uses it.

Wasn't the Machine supposed to be a memristor computer? Did they ditch the project?