[plugin] Node-webkit

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Post » Fri Dec 07, 2012 1:38 pm

Great thanks (I like to export to first to Linux and second to MAC)
the Awesomium version not work for me in Windows 7 64 Bit
but the node-webkit work perfect.

C2 Team @Ashley is posible to addin this to official exporters

Sorry by my english

and thanks to allfelixsg2012-12-07 14:10:19
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Post » Fri Dec 07, 2012 3:02 pm

I made some edits to the plugin: see first post for more info!

@sqiddster

Did some "wizardry" and got the test without ashleys help, you can find performance test here in .exe format.

One note: to enable webgl on my computer i added d3dx9_43.dll and D3DCompiler_43.dll to the .zip, i'm not sure will your computers need them to get webgl running!

@felixsg

Yup, official support would be great, but in my opinion node-webkit is still a young project, we should give it time to get more "stable", but for now it looks really promising!

Cheers!JohnnySheffield2012-12-07 15:06:32
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Post » Fri Dec 07, 2012 5:52 pm

Awesome, I'll test it out comparatively to Chrome when I get home.
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Post » Fri Dec 07, 2012 7:02 pm

Ok, ran the test's.

My pc configuration is:

Windows 7, 64bit
Intel core i7-2600k @ 3.40ghz
16gb ram
AMD radeon HD 6700

With webgl on Chrome 23 object count stabilized @ 26007 objects

With node-webkit object count stabilized @ 26131 objects
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Post » Fri Dec 07, 2012 8:25 pm

I also got identical results in both Chrome and Webkit. Excellent.

So, what are the disadvantages of webkit then? It seems too easy...
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Post » Fri Dec 07, 2012 8:31 pm

There are some issues but actually it a great piece of software. As it seems, when they designed it, they tried to make as little change to the chrome or node.js engine as possible. Also, to achieve webl running on the windows on some pc, you have to ship few dll which aren't open-source (i think). Also, minumim size of .exe is around 35 mb, which is a kinda big (or not?)
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Post » Fri Dec 07, 2012 8:44 pm

OK. The extra size doesn't really bother me, but do these non-open-source dll's affect things like commercial possibilities?
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Post » Fri Dec 07, 2012 9:01 pm

Here's what wiki says:

Webgl support on windows

"On Windows with some hardware and driver, WebGL won't work until you copy D3DCompiler_43.dll and d3dx9_43.dll to node-webkit's directory, or install DirectX redistributable.

For license reasons we cannot ship those DLLs."


Some info on those .dll's i found:


Filename:     D3DCompiler_43.dll
Version:     9.29.952.3111
Company:     Microsoft Corporation
Product Name:     Microsoft DirectX for Windows


d3dx9_43.dll

Microsoft DirectX for Windows
Company:
Microsoft Corporation
Description:
Direct3D 9 Extensions

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Post » Fri Dec 07, 2012 9:04 pm

Also this


"From the DirectX SDK Redist EULA:

DirectX Software Development Kit Redistributable Code

Redistributable Code is identified as all of the files in the following "Redist" directory on the DirectX SDK CD/Download:

redist/

The following files in the above directory must be included in any distribution of the DirectX Runtime.

DSetup32.dll DSetup.dll DXSetup.exe DXupdate.cab dxdllreg_x86.cab"
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Post » Fri Dec 07, 2012 9:51 pm

Argh stupid dll problems again...

When I last looked into it apparently the eula said something like to distribute the dll's on a computer the user needs to agree to the direct x eula. With my CC game loot pursuit I'm going to combine the game and direct x Eula at time of installation. Still annoying, though. :/ At least it works at all without them even if it's without webgl (or if the computer doesn't need them).
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