Difference between revisions of "JavaScript"

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(Video display)
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== Additional Resources ==
 
== Additional Resources ==
  
==== Links ====
+
==== Seminars ====
* [https://js1k.com JS1k]
+
* [https://www.youtube.com/watch?v=waFzG0IVXCw Javascript and demoscene sizecoding, by p01]
 +
* [https://www.youtube.com/watch?v=HV7Dmo277Rs JavaScript Haikus: My adventures in Tiny Coding by Frank Force]
  
 
==== Tutorials / Postmortems ====
 
==== Tutorials / Postmortems ====
* [https://frankforce.com/i-made-7-demos-in-2-weeks-for-js1k/ I made 7 demos in 2 weeks for js1k]
+
* [https://frankforce.com/ Various writeups by Frank Force aka KilledByAPixel]
 
* [https://nikhilism.com/post/2012/demystifying-jscrush/ Demystifying JSCrush]
 
* [https://nikhilism.com/post/2012/demystifying-jscrush/ Demystifying JSCrush]
  
More to follow
+
==== Tools ====
 +
* [https://siorki.github.io/regPack.html regPack]
 +
* [https://gist.github.com/gasman/2560551 pnginator PNG bootstrapper]
 +
* [https://gist.github.com/lifthrasiir/1c7f9c5a421ad39c1af19a9c4f060743 Brotli WOFF2 font bootstrap]
 +
 
 +
 
 +
==== Other Links ====
 +
* [https://js1k.com JS1k]

Revision as of 16:48, 2 July 2024

The Javascript sizecoding community has been quite active for years now.

Setting up

Tools

Video display

There are basically 2 ways to go about getting some graphics on screen: 2D Canvas or WebGL.

2D Canvas

A minimal HTML 2D Canvas setup can be achieved like this:

<canvas id=c style=width:99% onclick=setInterval('',t=9)>

Or if you would like to autostart the display, you can use:

<canvas id=c style=width:99%><svg onload=setInterval('',t=9)>

Or these slightly shorter setups without fullscreen scaling:

<canvas id=c onclick=setInterval('',t=9)>
<canvas id=c><svg onload=setInterval('',t=9)>

A minimal 2D Canvas Example

Here would be an example of a simple 128 byte setup of a scrolling XOR-pattern using grayscale.

<canvas id=c onclick=setInterval('for(c.width=w=320,++t,o=w*w;o--;c.getContext`2d`.fillRect(X=o%w,Y=o/w,1-(X+t^Y)/99,1));',t=9)>

WebGL

To be added.

Sound

Something to get your journey started:

More information to follow

Compression

No information yet

PNGcrush

Brotli

It is also possible to bootstap Brotli compressed code to a WOFF2 font as described here:

Which can then be loaded into HTML like this:

<body   [ARBITRARY_BYTES_HERE] onload="
new FontFace('x','url(#').load(C=$.getContext`2d`).then(A=>{
document.fonts.add(A);
C.font='1pc x';
K=String.fromCharCode;
for(A=I='';I<[NUM_GLYPHS];A+=K(W>>8,W&255))
W=C.measureText(K(2e4+I++)).width;
eval(A)
})
"><canvas id=$>

Or alternatively, if you are lucky some parties will accept brotli code directly when you provide your own server:

require("http").createServer((req, res) => {
  const path = (req.url || "/").slice(1);
  if (path === "") {
    const buffer = require("fs").readFileSync("intro.htm.br");
    res.setHeader("Content-Type", "text/html");
    res.setHeader("Content-Encoding", "br");
    res.setHeader("Content-Length", buffer.byteLength);
    res.write(buffer);
  }
  res.end();
}).listen(1337);
console.log(`
Open http://localhost:1337 to watch intro.
This mini http server is only here to pass the Content-Encoding we are missing on file:// compared to the normal environment of a web page
`);

Additional Resources

Seminars

Tutorials / Postmortems

Tools


Other Links