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28 changes: 12 additions & 16 deletions files/en-us/_wikihistory.json
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"Jeremie"
]
},
"Web/API/SVGRect/The__X__property": {
"Web/API/SVGRect/x": {
"modified": "2019-03-23T22:36:30.180Z",
"contributors": ["rolfedh", "essymo"]
},
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"rachelnabors"
]
},
"Web/API/Web_Animations_API/Tips": {
"modified": "2020-06-24T00:29:43.861Z",
"contributors": [
"emilhem",
"chrisdavidmills",
"morenoh149",
"tzthet",
"mfluehr",
"Sheppy"
]
},
"Web/API/Web_Animations_API/Using_the_Web_Animations_API": {
"modified": "2020-11-11T08:34:26.031Z",
"contributors": [
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"teoli"
]
},
"Web/CSS/CSS_animations/Tips": {
"modified": "2020-06-24T00:29:43.861Z",
"contributors": [
"emilhem",
"chrisdavidmills",
"morenoh149",
"tzthet",
"mfluehr",
"Sheppy"
]
},
"Web/CSS/CSS_animations/Using_CSS_animations": {
"modified": "2020-12-11T07:06:02.745Z",
"contributors": [
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"modified": "2020-07-07T17:49:27.435Z",
"contributors": ["wbamberg", "evaferreira"]
},
"Web/CSS/CSS_miscellaneous": {
"modified": "2020-07-07T12:23:17.703Z",
"contributors": ["wbamberg", "mfluehr", "Tigt", "teoli"]
},
"Web/CSS/CSS_motion_path": {
"modified": "2020-10-15T21:38:36.015Z",
"contributors": [
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4 changes: 2 additions & 2 deletions files/en-us/games/publishing_games/game_distribution/index.md
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Expand Up @@ -56,7 +56,7 @@ If you're working on a side project just for fun, then leaving the source open w

As the name may suggest, publishers can handle the publishing of your game for you. Whether you should go that way or not depends on what your plan is for having your game distributed: Do you want to send it wherever possible, or do you want to restrict its presence to those who've bought an [exclusive license](/en-US/docs/Games/Publishing_games/Game_monetization)? It's up to you. Consider various options, experiment and conclude. Publishers will be explained in more detail in the [monetization](/en-US/docs/Games/Publishing_games/Game_monetization) article.

There are also independent portals collecting interesting games like [HTML5Games.com](https://html5games.com/), [GameArter.com](https://www.gamearter.com/), [MarketJS.com](https://www.marketjs.com/), [GameFlare](https://distribution.gameflare.com/), [GameDistribution.com](https://gamedistribution.com/), [Poki](https://developers.poki.com/), or [CrazyGames](https://developer.crazygames.com) where you can send your game in and it will get some natural promotion because of the big traffic those sites attract. Some of these take your files and host them on their server, whereas others only link to your website or embed your game on their site. Such exposure may just provide [promotion](/en-US/docs/Games/Publishing_games/Game_promotion) for your game, or if you have adverts shown beside your game (or other money making options) it may also provide monetization.
There are also independent portals collecting interesting games like [HTML5Games.com](https://html5games.com/), [GameArter.com](https://www.gamearter.com/), [MarketJS.com](https://www.marketjs.com/), [GameFlare](https://distribution.gameflare.com/), [GameDistribution.com](https://gamedistribution.com/), [Poki](https://developers.poki.com/), or [CrazyGames](https://developer.crazygames.com/) where you can send your game in and it will get some natural promotion because of the big traffic those sites attract. Some of these take your files and host them on their server, whereas others only link to your website or embed your game on their site. Such exposure may just provide [promotion](/en-US/docs/Games/Publishing_games/Game_promotion) for your game, or if you have adverts shown beside your game (or other money making options) it may also provide monetization.

### Web and native stores

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## Packaging games

The web is the first and the best choice for HTML games, but if you want to reach a broader audience and distribute your game in a closed ecosystem, you still can do that by packaging it. The good thing is that you don't need a few separate teams working on the same game for different platforms — you can build it once and use tools like [Phonegap](https://phonegap.com/) to package the game for native stores. The resulting packages are usually pretty reliable, but you should still test them and be on the lookout for small issues or bugs to fix.
The web is the first and the best choice for HTML games, but if you want to reach a broader audience and distribute your game in a closed ecosystem, you still can do that by packaging it. The good thing is that you don't need a few separate teams working on the same game for different platforms — you can build it once and use tools to package the game for native stores. The resulting packages are usually pretty reliable, but you should still test them and be on the lookout for small issues or bugs to fix.

### Available tools

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Expand Up @@ -20,7 +20,7 @@ You should definitely create your own website containing all the information abo

You should also blog about everything related to your gamedev activities. Write about your development process, nasty bugs you encounter, funny stories, lessons learned, and the ups and downs of being a game developer. Continually publishing information about your games will help educate others, increase your reputation in the community, and further improve SEO. A further option is to publish [monthly reports](https://end3r.com/blog/?s=monthly+report) that summarize all your progress — it helps you see what you've accomplished throughout the month and what's still left to do, and it keeps reminding people that your game is coming out soon — building buzz is always good.

While you can create your website from scratch, there are also tools that can help make the process easier. [ManaKeep](https://manakeep.com) is a website builder made for indie game developers and provides a great starting point to create your website. [Presskit()](https://dopresskit.com/) is a press kit builder that helps you create a press page to share with the media.
While you can create your website from scratch, there are also tools that can help make the process easier. [ManaKeep](https://manakeep.com/) is a website builder made for indie game developers and provides a great starting point to create your website. [Presskit()](https://dopresskit.com/) is a press kit builder that helps you create a press page to share with the media.

## Social media

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2 changes: 1 addition & 1 deletion files/en-us/games/techniques/3d_on_the_web/index.md
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Expand Up @@ -43,7 +43,7 @@ There's also the [Building up a basic demo with A-Frame](/en-US/docs/Games/Techn

Coding raw WebGL is fairly complex, but you'll want to get to grips with it in the long run, as your projects get more advanced (see our [WebGL documentation](/en-US/docs/Web/API/WebGL_API) to get started.) For real-world projects you'll probably also make use of a framework to speed up development and help you manage the project you're working on. Using a framework for 3D games also helps optimize the performance as a lot is taken care of by the tools you use, so you can focus on building the game itself.

The most popular JavaScript 3D library is [Three.js](https://threejs.org/), a multipurpose tool that makes common 3D techniques simpler to implement. There are other popular game development libraries and frameworks worth checking too; [A-Frame](https://aframe.io), [PlayCanvas](https://playcanvas.com/) and [Babylon.js](https://www.babylonjs.com/) are among the most recognizable ones with rich documentation, online editors and active communities.
The most popular JavaScript 3D library is [Three.js](https://threejs.org/), a multipurpose tool that makes common 3D techniques simpler to implement. There are other popular game development libraries and frameworks worth checking too; [A-Frame](https://aframe.io/), [PlayCanvas](https://playcanvas.com/) and [Babylon.js](https://www.babylonjs.com/) are among the most recognizable ones with rich documentation, online editors and active communities.

### Building up a basic demo with A-Frame

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As well as being great for virtual interfaces, it can also be used for a casual 2D gaming experiences. It would be very difficult to do everything with only your hands, but it's totally doable for the simple Captain Roger's gameplay — steering the ship and shooting the bullets.

There's a good [Hello World](https://developer-archive.leapmotion.com/documentation/javascript/devguide/Sample_Tutorial.html) tutorial available on the Leap Motion documentation pages, which will get you through the basics. You can also check out the tutorial about [using the Leap Motion plugin for Kiwi.js](https://webdesign.tutsplus.com/add-motion-control-to-a-kiwijs-game-with-the-leap-motion-controller--cms-20455t), or the case study of [building a web game with Leap Motion and Pixi.js](https://arstechnica.com/information-technology/2014/04/building-a-gesture-controlled-web-game-with-leap-motion/). Be sure to visit the [LeapJS repository on GitHub](https://github.com/leapmotion/leapjs) to learn about the JavaScript client for the Leap Motion controller and read the documentation there. If all else fails, there's also a [gallery of working examples](https://leap2.ultraleap.com/downloads/) you can look at.

To get the Leap Motion working on your computer you have to first install it by following the steps at [docs.ultraleap.com](https://docs.ultraleap.com/hand-tracking/getting-started.html#installation-guides). When everything is installed and the controller is connected to your computer we can proceed with implementing support in our [little demo](https://github.com/end3r/JavaScript-Game-Controls/). First, we add a `<script>` tag with the `url` pointing at [this file](https://js.leapmotion.com/leap-0.6.4.min.js), and add `<div id="output"></div>` just before the closing `</body>` tag for outputting diagnostic information.

We will need a few helper variables for our code to work — one for the purpose of calculating the degrees from radians, two for holding the horizontal and vertical amount of degrees our hand is leaning above the controller, one for the threshold of that lean, and one for the state of our hand's grab status. We next add these lines after all the event listeners for keyboard and mouse, but before the `draw` method:
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Common algorithms are Pathfinding algorithms such as the optimization [Traveling Salesman Problem](https://optimization.cbe.cornell.edu/index.php?title=Traveling_salesman_problem), [Tree Traversal algorithms](https://brilliant.org/wiki/traversals/), and so on.

There are also [Machine Learning algorithms](https://www.coursera.org/articles/machine-learning-algorithms) such as [Linear Regression](https://people.cs.pitt.edu/~milos/courses/cs2750-Spring03/lectures/class6.pdf), Logistic Regression, Decision Tree, Random Forest, Support Vector Machine, Recurrent Neural Network (RNN), Long Short Term Memory (LSTM) Neural Network, Convolutional Neural Network (CNN), Deep Convolutional Neural Network, and so on.
There are also [Machine Learning algorithms](https://www.coursera.org/articles/machine-learning-algorithms) such as [Linear Regression](https://en.wikipedia.org/wiki/Linear_regression), Logistic Regression, Decision Tree, Random Forest, Support Vector Machine, Recurrent Neural Network (RNN), Long Short Term Memory (LSTM) Neural Network, Convolutional Neural Network (CNN), Deep Convolutional Neural Network, and so on.

## See also

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{{GlossarySidebar}}

The **bounding box** of an element is the smallest possible rectangle (aligned with the axes of that element's user coordinate system) that entirely encloses it and its descendants.
The **bounding box** of an element is the smallest possible rectangle (aligned with the axes of that element's user coordinate system) that entirely encloses it and its descendants. The bounding box is the invisible rectangular box the browser places the object in when it draws the object on a page.
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- [Cross-Origin Resource Sharing (CORS)](/en-US/docs/Web/HTTP/CORS)
- [Cross-origin resource sharing](https://en.wikipedia.org/wiki/Cross-origin_resource_sharing) on Wikipedia
- [Fetch specification](https://fetch.spec.whatwg.org)
- [Fetch specification](https://fetch.spec.whatwg.org/)
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{{GlossarySidebar}}

**ECMAScript** is a scripting language specification on which {{glossary("JavaScript")}} is based. [Ecma International](https://www.ecma-international.org) is in charge of standardizing ECMAScript.
**ECMAScript** is a scripting language specification on which {{glossary("JavaScript")}} is based. [Ecma International](https://ecma-international.org/) is in charge of standardizing ECMAScript.

## See also

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The following request headers are not _strictly_ "fetch metadata request headers", as they are not in the same specification, but similarly provide information about the context of how a resource will be used.
A server might use them to modify its caching behavior, or the information that is returned:

- {{HTTPHeader("Sec-Purpose")}} {{Experimental_Inline}}
- {{HTTPHeader("Sec-Purpose")}}
- {{HTTPHeader("Service-Worker-Navigation-Preload")}}

## See also
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## See also

- [Cover Your Tracks](https://coveryourtracks.eff.org): a tool to show the data a website can use to fingerprint your browser.
- [Cover Your Tracks](https://coveryourtracks.eff.org/): a tool to show the data a website can use to fingerprint your browser.
- [Mitigating Browser Fingerprinting in Web Specifications](https://www.w3.org/TR/fingerprinting-guidance/): best practices for specification authors to prevent fingerprinting.
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### For Web Developers

If you want to try the latest Chrome features, install one of the pre-stable builds. Google pushes updates frequently and has designed the distributions to run side-by-side with the stable version. Visit the [Chrome Releases Blog](https://chromereleases.googleblog.com) to learn what's new.
If you want to try the latest Chrome features, install one of the pre-stable builds. Google pushes updates frequently and has designed the distributions to run side-by-side with the stable version. Visit the [Chrome Releases Blog](https://chromereleases.googleblog.com/) to learn what's new.

- [Chrome Dev for Android](https://play.google.com/store/apps/details?id=com.chrome.dev)
- [Chrome Canary for desktop](https://www.google.com/chrome/canary/).
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In 1990, as part of his vision of the {{Glossary("World Wide Web","Web")}}, Tim Berners-Lee defined the concept of {{Glossary("hypertext")}}, which Berners-Lee formalized the following year through a markup mainly based on {{Glossary("SGML")}}. The {{Glossary("IETF")}} began formally specifying HTML in 1993, and after several drafts released version 2.0 in 1995. In 1994 Berners-Lee founded the {{Glossary("W3C")}} to develop the Web. In 1996, the W3C took over the HTML work and published the HTML 3.2 recommendation a year later. HTML 4.0 was released in 1999 and became an {{Glossary("ISO")}} standard in 2000.

At that time, the W3C nearly abandoned HTML in favor of {{Glossary("XHTML")}}, prompting the founding of an independent group called {{Glossary("WHATWG")}} in 2004. Thanks to WHATWG, work on HTML continued: the two organizations released the first draft of {{Glossary("HTML5")}} in 2008 and an official standard in 2014. The term "HTML5" is just a buzzword referring to modern web technologies which are part of the [HTML Living Standard](https://html.spec.whatwg.org).
At that time, the W3C nearly abandoned HTML in favor of {{Glossary("XHTML")}}, prompting the founding of an independent group called {{Glossary("WHATWG")}} in 2004. Thanks to WHATWG, work on HTML continued: the two organizations released the first draft of {{Glossary("HTML5")}} in 2008 and an official standard in 2014. The term "HTML5" is just a buzzword referring to modern web technologies which are part of the [HTML Living Standard](https://html.spec.whatwg.org/).

## Concept and syntax

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Expand Up @@ -10,7 +10,7 @@ Node.js is a cross-platform {{Glossary("JavaScript")}} runtime environment that

## Node Package Manager (npm)

[npm](https://www.npmjs.com) is a package manager that is downloaded and bundled alongside Node.js. Its command-line (CLI) client `npm` can be used to download, configure and create packages for use in Node.js projects. Downloaded packages can be imported by [ES imports](/en-US/docs/Web/JavaScript/Reference/Statements/import) and [CommonJS `require()`](https://en.wikipedia.org/wiki/CommonJS) without including the dependency directory `node_modules/` they are downloaded to, as Node.js [resolves](https://nodejs.org/api/modules.html#loading-from-node_modules-folders) packages without a relative or absolute path specified in their import.
[npm](https://www.npmjs.com/) is a package manager that is downloaded and bundled alongside Node.js. Its command-line (CLI) client `npm` can be used to download, configure and create packages for use in Node.js projects. Downloaded packages can be imported by [ES imports](/en-US/docs/Web/JavaScript/Reference/Statements/import) and [CommonJS `require()`](https://en.wikipedia.org/wiki/CommonJS) without including the dependency directory `node_modules/` they are downloaded to, as Node.js [resolves](https://nodejs.org/api/modules.html#loading-from-node_modules-folders) packages without a relative or absolute path specified in their import.

Packages hosted on npm are downloaded from the registry at [https://registry.npmjs.org/](https://registry.npmjs.org/), but the CLI can be configured to use any compatible instance.

Expand All @@ -19,5 +19,5 @@ Packages hosted on npm are downloaded from the registry at [https://registry.npm
- [Node.js](https://en.wikipedia.org/wiki/Node.js) on Wikipedia
- [Node.js website](https://nodejs.org/)
- [API reference documentation](https://nodejs.org/api/)
- [Guides](https://nodejs.org/en/docs/guides/)
- [Guides](https://nodejs.org/en/learn/getting-started/introduction-to-nodejs)
- [npm Documentation](https://docs.npmjs.com/)
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- [Angular router](https://angular.io/guide/router)
- [React router](https://reactrouter.com/)
- [Vue router](https://router.vuejs.org)
- [Vue router](https://router.vuejs.org/)
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## See also

- [Ruby](https://en.wikipedia.org/wiki/Ruby_%28programming_language%29) on Wikipedia
- [Ruby's official website](https://www.ruby-lang.org)
- [Ruby's official website](https://www.ruby-lang.org/)
- [Ruby On Rails' official website](https://rubyonrails.org/)
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