Blog Archives

Finally open-sourced some new stuff

Express-asset, Jquery-droploader and Chattan–three awesome new projects I just open-sourced.

An eventful week…

It’s been an interesting week so far. I had a job interview at Yammer in San Francisco on Tuesday morning, so I was to fly out from Kelowna on Monday.

Peint Update!

At last, Peint is usable enough to be called “beta” software. I was working on other things for awhile so it took a bit of time to get back to it. I’ve made many changes including; – Moved module system parts into a separate Utils library, which can easily attach the module system to any [...]

Peint – Event-based canvas drawing, yay!

I did a bunch of work on Peint today, refactoring it to something that I might actually consider good enough to release. On that note; Peint enters alpha as of now!

Peint – Painting to canvas made easy!

As I mentioned in my previous post, I have been working on a graphics rendering library for the html5 canvas element. Peint is an attempt to make using canvas easier and more flexible, while introducing event-based programming. You include only core library and then use Peint.require(‘yourscript’, callback) to asynchronously load extra modules and execute the callback code once the module is ready. Using this method, http requests are made smaller and occur after page load, so execution appears near instant–no waiting for 100+ kb of code to download before the system starts setting itself up. :)

On canvas, and how to use it well.

All day I have been working on a graphics library for html5′s canvas element, and I’ve come to the conclusion that it is not particularly easy to use “as-is” in more involved applications.

JSGame – Game development in Javascript!

I’ve recently started work on my newest Github project; JSGame. It’s a fork of philogb’s V8-GL which, as you can likely assume by the name; is an implementation of OpenGL using Google Chrome’s V8 javascript runtime. At the moment, the only difference in JSGame is a mostly untested implementation of OpenAL. I also plan to [...]

jquery.flash v1.3.1 – Squashing IE-related bugs.

If you downloaded v1.3 of jquery.flash I would recommend switching to this one. There has been no functionality changes, so it should just be drop-in. It fixes a minor bug I added when I switched to using indexOf() for iterating through attributes and parameters…apparently IE doesn’t support it. >.>

jquery.flash v1.3 is ready!

There’s nothing major to change in such a minimal library, but such a difference the little things can make! New in version 1.3 is;

  • Class inheritance
  • Src inheritance from href for easy conversion of links
  • Built-in support for allowfullscreen parameter
  • Minor fix to dimensions inheritance
  • Added availattrs and availparams to settings object allowing anyone to add support for any extra attributes or parameters they might need!
  • Moved lots of code around to use as little characters as possible, allowing optimal minification. All this new functionality and it got even smaller! It’s now down to 1.91 KB.

jquery.flash – Who needs swfobject when you have this?

I’ve used swfobject many times before in the past, but I just don’t like it. It works well, but in the modern web environment of performance-critical web apps and Javascript frameworks that give you elegant access to DOM elements it just feels clunky having to go back to the ‘old’ way of doing things…so I decided to make jquery.flash!

Why use it? Well for starters it minifies to just over 2 KB, rather than the 10 KB of swfobject! How about automatic plugin and version detection? How about complete cross-browser compatibility? If jquery.flash isn’t a perfect fit for your flash embedding needs then you are just asking for too much. ;)