Subject: General Tech | August 10, 2018 - 10:45 PM | Scott Michaud
Tagged: pc gaming, discord, Rust, mozilla, steam, GOG
Starting with a slowly-ramping group of ~50,000 Canadians, Discord has begun distributing PC games. Specifically, there will be two services for paying members of the Discord Nitro beta program: a store, where games can be purchased as normal, and a library of other games that are available with the (aforementioned) Discord Nitro subscription.
“It’s kinda like Netflix for games.”
When talking about subscription services for video games, I am typically hesitant. That said, the previous examples were, like, OnLive, where they planned on making games that ran exclusively on that platform. The concern is that, when those games disappear from the service, they could be gone from our society as a whole work of art. (Consoles and DRM also play into this topic.)
In this case, however, it looks like they are just getting into curated, off-the-shelf PC games. While GoG holds its own, it will be nice to see another contender to Steam in the Win32 (maybe Linux?) games market. (I say Win32 because of the developer certification requirements for Windows Store / UWP.)
Dead horse rant aside, Discord is doing games… including a subscription service. Yay.
One more aspect to this story!
Over the last five-or-so years, Mozilla has been talking about upgrading their browser to use a more safe, multi-theaded, functional, job system, via their home-grown programming language, Rust. Turns out: Discord used this language for a lot of the store (and surrounding SDKs). Specifically, the native code for the store, the game SDK (with C, C++, and C# bindings), and the multiplayer network layer are all in Rust. This should make it fast and secure, which were the two design goals for Rust in the first place.
It was intended for web browsers after all...
Subject: General Tech | July 6, 2018 - 09:12 PM | Scott Michaud
Tagged: Opera, mozilla, google, firefox, chrome
I don’t think this should surprise anyone, but it’s good to report on none-the-less. There was a popular browser extension, called Stylish, that allowed users to customize the pages that they visit, and share those customizations with their friends. It’s a cool concept, but it was later sold to another company. That new owner changed the extension to monitor its users.
Mozilla, Opera, and Google slapped it across the jaw with a banhammer.
If you go to Mozilla’s Firefox Add-ons site, Opera's Add-ons site, or Google’s Chrome Web Store, you will get a 404. If you already installed the extension, it will be removed from your browser. As such, you probably don’t need to worry about it, because the browser vendors went DEFCON 1 on it.
But just in case you haven’t yet got the kill signal (because you’re behind a limited VPN or something) be sure to remove “Stylish” from your browser.
This also raises the point about curated app stores: review isn't perfect. Sometimes malicious software can go unnoticed for years. It's best not to get too complacent.
Subject: General Tech | April 5, 2018 - 02:19 PM | Jeremy Hellstrom
Tagged: mozilla, firefox reality, VR, AR
Mozilla is working on Firefox Reality, a browser with an interface specifically designed for AR and VR interaction. The source code for the browser is available already, you can follow the link to Github on The Register. It is early days yet and the demo is unlikely to reflect what we will see as this project matures. The demo shows a web interface being controlled by a virtual hand, similar to what we have seen in VR games but there is a little trickery involved as some of the transitions are unclear and there is no indication of how to type in an URL. Navigating via bookmarks and links will be easy to implement and interface with but the real hurdle for utility will be typing.
"Mozilla has decided the world needs a browser designed for augmented and mixed reality goggles."
Here is some more Tech News from around the web:
- Apple's Redesigned Mac Pro is Coming in 2019 @ Slashdot
- CUK AC1300 Dual Band USB Adapter Review @ Modders-Inc
- HP packs 6 cores, 32GB ECC memory, 4TB SSD into a 5lb laptop @ Ars Technica
- 126.96.36.199: Cloudflare's New DNS Attracting 'Gigabits Per Second' of Rubbish @ Slashdot
- Circle with Disney – Parental Controls & Internet Filtering network management device @ Missing Remote
Subject: General Tech | November 24, 2017 - 08:39 PM | Scott Michaud
Tagged: noscript, mozilla
It turns out that Mozilla has enough hooks for a new version of NoScript, however. As such, NoScript 10.x has been released earlier this week. It allows you to disable scripts on a domain by domain basis until they are added to a white list, or given access via the add-on button.
Still, it’s available now.
Subject: General Tech | August 22, 2017 - 10:12 PM | Scott Michaud
Tagged: mozilla, firefox, servo, Rust
If you’re on Firefox Nightly, you are able to enable their new CSS engine with an about:config flag, called layout.css.servo.enabled. For a few years now, Mozilla has been working on a separate rendering engine, aided by Samsung, which was called Servo. Browsers are very single-threaded, so there was a lot of room for improvement, especially on devices that can afford more cores than per-core performance, like mobile. It is also more secure, as its programming language, Rust, is more strict with data accesses than C/C++, which is also great for a web browser.
Eventually, Mozilla decided to, instead of replacing Gecko, replace chunks of it with tech derived from Servo. Up to now, it’s been mostly security-related components, like the parsing of untrusted media headers. This one is about speed. I'm curious to see how it feels to our readers. I know that, personally, going from Firefox 54 to Firefox 55 was a significant difference, although that was due to other changes.
If you’re interested, download Firefox Nightly. I mean, it’s free.
Subject: General Tech | June 5, 2017 - 04:58 PM | Scott Michaud
Tagged: mozilla, valve, steamvr, webvr, apple, macos
At WWDC, Valve and HTC announced that their SteamVR platform would be arriving for macOS. This means that the HTC Vive can now be targeted by games that ship for that operating system, which probably means that game engines, like Unreal Engine 4 and Unity, will add support soon. One of the first out of the gate, however, is Mozilla with WebVR for Firefox Nightly on macOS. Combine the two announcements, and you can use the HTC Vive to create and browse WebVR content on Apple desktops and laptops that have high-enough performance, without rebooting into a different OS.
Speaking of which, Apple also announced a Thunderbolt 3 enclosure with an AMD Radeon RX 580 and a USB-C hub. Alternatively, some of the new iMacs have Radeon graphics in them, with the new 27-inch having up to an RX 580. You can check out all of these announcements in Jim’s post.
Subject: General Tech | March 13, 2017 - 08:02 PM | Scott Michaud
Tagged: webassembly, ue4, mozilla, epic games
HTML5 was a compile target for Unreal Engine since Unreal Engine 3, but it was supposed to be a bigger push for Unreal Engine 4 then it has been. At the time, Mozilla was pushing for web browsers to be the main source of games. Thanks to Flash, users are even already accustomed to that use case; it’s just a matter of getting performance and functionality close enough to competing platforms, and supporting content that will show it off.
That brings us to Zen Garden. This demo was originally designed to show off the Metal API for iOS, but Epic has re-purposed it for the recently released web browser features, WebAssembly and WebGL 2.0. Personally, I find it slightly less impressive than the Firefox demo of Unreal Tournament 3 that I played at Mozilla Summit 2013, but it’s a promising example that big-name engines are taking Web standards seriously again. You don’t get much bigger than Unreal Engine 4.
So yeah... if you have Firefox 52, then play around with it. It’s free.
Subject: General Tech | March 8, 2017 - 04:00 PM | Scott Michaud
Honestly, I haven’t heard much from WebAssembly in several months, so I was figured they were still quite a ways off. Several big engines, like Unreal Engine 4, not really putting their weight behind HTML5 as much as they were about three years ago, during the Windows 8- and iOS-era. Now I see the above video, which starts with Tim Sweeney and goes on to include others from Mozilla, Autodesk, and Unity, and I am starting to assume that I just wasn’t looking in the right areas.
According to the video, though, it sounds like application startup time is the primary reason for shipping WebAssembly. That could just be what they feel the consumer-facing message should convey, though. I should probably poke around and see what some web and game developer contacts think about WebAssembly.
Firefox 52 is now available.
Subject: General Tech | February 7, 2017 - 02:47 AM | Scott Michaud
Tagged: mozilla, firefox, web browser, Rust, llvm
Firefox 52 will be the company’s next Extended Support Release (ESR) branch of their popular web browser. After this release, Mozilla is planning a few changes that will break compatibility, especially if you’re building the browser from source. If you’re an end-user, the major one to look out for is Mozilla disabling NPAPI-based plugins (except Flash) unless you are using Firefox 52 ESR. This change will land in the consumer version of Firefox 52, though. It’s not really clear why they didn’t just wait until Firefox 53, rather than add a soft-kill in Firefox 52 and hard-code it the next version, but that’s their decision. It really does not affect me in the slightest.
The more interesting change, however, is that Mozilla will begin requiring Rust (and LLVM) in an upcoming version. I’ve seen multiple sources claim Firefox 53, Firefox 54, and Firefox 55 as possible targets for this, but, at some point around those versions, critical components of the browser will be written in Rust. As more of the browser is migrated to this language, it should be progressively faster and more secure, as this language is designed to enforce memory safety and task concurrency.
Firefox 52 is expected in March.
Subject: General Tech | January 27, 2017 - 03:55 PM | Scott Michaud
Tagged: webgl, webgl2, firefox, chrome, google, mozilla, Opera
After quite a bit of anticipation, both Mozilla and Google have just shipped compatible implementations of WebGL 2. This feature was unlocked to the public in Firefox 51 and Chrome 56 for the desktop, both released this week, while Opera will push it out to desktop and mobile on their next version, Opera 43. Microsoft currently has the API “under consideration” for Edge.
As we’ve highlighted in the past, this new version of the graphics API pushes the platform up to OpenGL ES 3.0, with a few exceptions that are typically made for security reasons. This update allows quite a few new features like off-screen render targets, which is useful for deferred rendering. The shading language is also significantly larger, and can now operate natively on integer types and 3D textures.
WebGL 2.0 does not include compute shaders, however, which is a bit unfortunate. That said, it is (at least last I checked) a highly-requested feature and the browser vendors are interested in providing it.