If you’ve written your Node.js app in coffeescript entirely and at the time of deploying on Heroku wondering how heroku would execute your coffee code, then here’s the simple process that you need to follow.
Category: Tools & Tips
Remote Web App JavaScript Debugging with JSConsole.com
I’ve written a few posts on remote debugging before, using edge inspect and weinre. They’re definitely very good at the problem they try to solve but today I came across a new Javascript-only remote debugging tool (mobiles, desktops, laptops, etc.) called JSConsole and am loving it! It’s pretty amazing for what it does and is trivial to setup.
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Using Adobe Edge Inspect for Cross-Device Web Page Debugging and Synchronized Browsing
Using Adobe Edge Inspect you can inspect your webpages (like you do in chrome dev tools) across various remote devices (mobiles, tablets, etc.). You basically connect multiple iOS or Android devices to your computer wirelessly (this happens via adobe’s servers). Then all you do is browser in your Chrome and those devices will stay in sync, i.e., open/refresh the webpage that you’re viewing in chrome. You can then fire up an inspecting tool (in your computer) to inspect html, css and do a lot more (like dev tools) in those devices. The inspection is done via weinre.
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Remote Mobile Web Application Debugging with Weinre
Weinre (WEb INspector REmote) – pronounced as ‘winery’ – is an excellent tool that reuses the code from the webkit web inspector to allow remote webpage debugging (basically what firebug or chrome dev tools does for inspection). It can be extremely useful when you want to debug a webpage in mobiles, tablets or any other remote device!
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Scaling Your HTML5 Canvas to Fit Different ViewPorts (or Resolutions)
I am going to share a neat little trick that was learnt while working on an HTML5 game recently. The game is pretty much like our HTML5 Doodle Jump. We had to make sure that the game scales down very well on smaller devices like mobiles, ipads, tablets, etc. and in the process learnt a neat trick to scale the entire canvas across all devices consistently.
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Games Physics: Basics and Implementation of Predictive (or Continuous) Collision Detection
Few days ago, I wrote a post about why time based animations are better than frame based animations. However, in animations done as a function of time, some serious problems could arise. One of them is that your regular collision detection techniques might fail if the frame rate is lower than acceptable. Your object might pass through the walls or even fall through the floor!
Time Based Animations in HTML5 Games: Why and How to Implement them
So you got into Web Based Animations or Games (using that HTML5 thingie) and chances are high that you’re relying on setInterval
, setTimeout
or even better – requestAnimationFrame to reflow and repaint your frames (fancy terms for rendering each animation frame). Precisely, you’re basing your animations or game mechanics on the frame rate. There’s nothing wrong with that, but let me show you a more sophisticated approach which can actually enhance all sorts of user experience – time based animations.
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