Tag: js
Sweet.js Tutorial #2: Recursive Macros and Custom Pattern Classes
March 12, 2014
This tutorial explores how to write more complex sweet.js macros. There are several use cases which require more control over pattern matching, and recursive macros and pattern classes allow this and let you build abstractions when writing macros.
Writing Your First Sweet.js Macro
February 6, 2014
This is the first entry in a series about writing JavaScript macros with <a href="http://sweetjs.org/">sweet.js</a>. You will learn how to write your first macro, basics of pattern matching, and how to run the sweet.js compiler and use sourcemaps for debugging.
Stop Writing JavaScript Compilers! Make Macros Instead
January 7, 2014
JavaScript is everywhere, but that's a double-edged sword. It's hard for everyone involved to agree on how the language should move forward, let alone implement changes in all implementations. Some people write compilers to implement extensions, but that's bad. sweet.js is a new project that implements macros for JavaScript, and it's much better way to implement language extensions.
A Closer Look at Generators Without Promises
June 7, 2013
In my last post, I studied how combining promises and generators provides a nice solution for callback hell. Here I look at a few solutions for simply using generators, without promises at all, in node to write nice async code.
A Study on Solving Callbacks with JavaScript Generators
June 5, 2013
Callback hell is a real problem in node.js. Since generators have landed in V8, I take a look at how we can write code with them, leveraging promises to handle the details. This technique vastly improves code with asynchronous workflows.
My JSConf 2013 Diary
May 29, 2013
While at JSConf 2013 I'm taking notes for each talk and taking pictures so that I don't miss anything. Check this out if you are interested in what's going on at JSConf.
Compiling LLJS to asm.js
March 25, 2013
Mozilla recently announced asm.js, a specification of a restricted subset of javascript that can be ridiculously optimized. It's difficult to write by hand, so I ported a language called LLJS to compile to it, unlocking high performance in browsers with a C-like language.
Reflections on My Game Off Experience
December 10, 2012
After an intense few weeks building a multiplayer first person shooter on the web, I take a look at what I achieved and what I did wrong.
Making Web Games #5: Authoritative Server
November 26, 2012
Now that I have a multiplayer server working for my WebGL FPS, I improve it to become an "authoritative server". It runs client-side prediction and interpolation to keep gameplay smooth but reject any cheating.
Making Web Games #4: Multiplayer Networking
November 23, 2012
First person shooters aren't very fun unless you can play with other people. In this article I show how I implemented a basic multiplayer server for my game.
Making Web Games #3: 3d Engine
November 15, 2012
Making Web Games #2: Loading Meshes
November 9, 2012
Watch Me Develop a Game for Github's Game Off
November 2, 2012
Why sweet.js Matters
October 26, 2012
Nunjucks v0.1.5: Macros, Keyword Args, bugfixes
October 11, 2012
Javascript's Future: Generators
October 5, 2012
Introducing Nunjucks, a Better Javascript Templating System
September 20, 2012