p5.js-web-editor
doom-sokol
p5.js-web-editor | doom-sokol | |
---|---|---|
40 | 4 | |
1,261 | 46 | |
2.1% | - | |
9.6 | 4.5 | |
2 days ago | 2 months ago | |
JavaScript | C | |
GNU Lesser General Public License v3.0 only | GNU General Public License v3.0 only |
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For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
p5.js-web-editor
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Ask HN: Modern Day Equivalent to HyperCard?
not sure it counts as "HyperCard" but for environments there's p5js.org (https://editor.p5js.org/)
> I wish there were an offline environment like that built into firefox. You can bring up a javascript console, but it's not really a friendly development environment. And something like visual studio code is capable but large and complicated.
That seems like a day project in electron. At least to MVP. Use CodeMirror or Monaco. As long as you pass the right options you can run the user's code in an iframe in a separate process. That way you can kill it even if it has an infinite loop.
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How to Create Simple Sketching Art with p5.js: A Step-by-Step Tutorial
p5.js already has a web editor for you where you can make your first sketch. You can click here to create your first sketch.
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Let's compile like it's 1992
Another option is to use the p5.js library. They also have a nice online editor, at https://editor.p5js.org/, which makes it easy for students to get up and running quickly.
- TRADUÇÃO: Quando você vai querer usar o BubbleSort?
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hello :)
Playing is the way to go! Some stuff can be a bit hard to wrap your head around for the first time, but theres a lot of resources and good people on the generative scene to help. If you havent saw it, you can use the online editor https://editor.p5js.org/ so you dont need to worry about how the file structure of a p5 project works (its easy!) And this will feel a bit dumb for some people but the moment i saw the reference page https://p5js.org/es/reference/ i felt a bit of relief as i thought programmers just memorized all those methods and functions.
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Ising Model - Mathematical model of ferromagnetism in statistical mechanics
I'm not very good at JS or processing, but you can see how this one worked out by pasting it into https://editor.p5js.org/ or a similar website.
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How hard would it be to code a "point and click-y" game as a total beginner
You could do something like this in p5js pretty easily. p5js is a beginner friendly JavaScript library for drawing to an HTML canvas.
- De unde încep? Help!
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Scratch is the world’s largest coding community for children
I believe p5.js (used at https://editor.p5js.org/) is quite close to Scratch in spirit. Of course I think turning straight to javascript (the library really streamlines it) might be too difficult without instruction, so following some kind of tutorials or lessons would be necessary.
It's incredibly fun, and I've been making procedural... things for a while with it. Many artists use it (and of course every web tool is available... you can even later port the code to just straight canvas for the performance, although that's rarely necessary I guess).
See my little roguelike room generator: https://editor.p5js.org/gustavo.nramires/sketches/eyyxg7vl2
And a flower: https://editor.p5js.org/gustavo.nramires/sketches/hwhVUQu_X
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Wind and Grass
Hi, i'm on editor.p5js.org
doom-sokol
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Let's compile like it's 1992
Doom is actually quite easy to build because the source code is already structured to keep the platform-specific parts isolated (Doom was developed on NeXT workstations and then 'downported' to DOS.
For instance here's my WASM port of the Doom shareware version. This is a fork of doomgeneric, which itself is a fork of fbDoom - but midway through I noticed that all the abstractions added by fbDoom and doomgeneric are actually not very helpful for a WASM port that should run in browsers, and that I probably would have been better off forking the original source instead):
Github repo: https://github.com/floooh/doom-sokol
Hosted version: https://floooh.github.io/doom-sokol/
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WASM Instructions
Here are a couple of real-world examples, these are all C/C++ code bases which run across Linux, macOS, Windows, iOS, Android and in browsers without porting:
Home computer emulators: https://floooh.github.io/tiny8bit/
CPU simulators for Z80 and 6502:
https://floooh.github.io/visualz80remix/
https://floooh.github.io/visual6502remix/
The shareware version of Doom:
https://floooh.github.io/doom-sokol/
Samples for the cross-platform libraries this stuff is built on top: https://floooh.github.io/sokol-html5/
WASM (and asm.js before it) turn the web into "just another platform" for cross-platform code bases written in any language that can compile to WASM, and that's pretty great.
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Doomgeneric: Make Porting Doom Easier
I started my WASM DOOM port (https://floooh.github.io/doom-sokol/) from doomgeneric which was helpful at first, but since I had to 'slice' the various modal loops in Doom in order to make it work in a frame-callback app model it wasn't all that helpful in the end unfortunately.
My porting notes for anyone interested: https://github.com/floooh/doom-sokol#porting-notes
What are some alternatives?
website-archive - Archive of the Coding Train website (first version)
doomgeneric - Easily portable doom
website - The Pudding's website
wasm4 - Build retro games using WebAssembly for a fantasy console.
c2lc-coding-environment
boiga - A Python library enabling ergonomic Scratch 3.0 code generation.
pxt-microbit - A Blocks / JavaScript code editor for the micro:bit built on Microsoft MakeCode
schotter - Nannou/Rust tutorial based on Schotter by Georg Nees
kaboom.js - 💥 JavaScript game library
TweakMode - A new mode for Processing's PDE that allows modifying fixed numbers in the code while the sketch is running and seeing the result in real-time.
jscriptparse - pyx scripting language & REPL/Shell ; prs - javascript module for parser combinators
Lobsters - Computing-focused community centered around link aggregation and discussion