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  [Tut] How to Migrate Website from PHP 5.6 to PHP 7
Posted by: xSicKxBot - 09-09-2020, 05:35 PM - Forum: PHP Development - No Replies

How to Migrate Website from PHP 5.6 to PHP 7

Last modified on August 16th, 2020.

If you have to come this article now with an intention to migrate your website from PHP 5.6 to PHP 7, first please be aware. Your time is already over. This is too late. Somehow you should get this done now. Do not postpone this work beyond this moment.

This is an overwhelming task. We never know what will break. For now things are running smooth with the website. If we migrate the version to PHP 7, we do not know if it will run or not. So everybody keeps postponing this sensitive task.

Fear not, I will guide you through this migration journey. I have done it for many shopping cart, financial domain and critical websites. I have sound experience doing this and you can bank on me. I will present you my experience doing these migrations.

Upgrading the setup or development or server environment to PHP 7


I will guide you for the migration of the PHP application or website only. Upgrading the server environment like Apache version or the installed PHP version can be dealt with another article. It is a sysadmin thing.

If you are on a shared web hosting server, you will have an option in your control panel. It should be a single click easy work. Otherwise your hosting provider will do it for you. You may have to raise a ticket to get it done. Unless if you are in a dedicated server environment, you need not worry about.

Whatsoever, migration of the website or the PHP application should be done by you. It is not in the hosting provider or sysadmin’s scope. It should be done by the PHP developer.

PHP versions, support and EOL


Why now? What is the necessity to migrate PHP 5.6 to PHP 7 now? Before going into why, you should know about the PHP versions, their support duration and EOL details. It will give you the answers.

PHP versions support and EOL

Ref: https://www.php.net/supported-versions.php

Why should you migrate from PHP 5.6?


PHP 5.6 version active releases ended in early 2017 and reached its end of life (EOL) by 2018 end. That was once upon a time and long long ago. After PHP 5.6, we had PHP 7.0, 7.1, … and the current live version is 7.4

My longtime client recently forward an email he got from his hosting provider. His website is hosted with a popular shared hosting server.

The hosting provider has given ten days time to upgrade from PHP 5.6 to PHP 7.2 Even they have asked to migrate PHP 7.0 and PHP 7.1 to PHP 7.2 If the upgrade is not done within the given time frame, the hosting provider will upgrade the PHP version to 7.2 themselves.

This timeframe is to allow migrate the website to be compatible with 7.2. The control panel allows to change the PHP versions back and forth.

If you are in a shared hosting server environment, you will be forced to migrate anytime soon. You better make the move yourself, so that you can plan and execute at your convenience.

Security


If there is one reason that stands on top of everything is security. There are many vulnerabilities that are being exposed to public daily. When there is a known vulnerability, PHP team will release a fix.

But if the PHP version has reached it EOL, then there will not be a release. Your website will stand exposed inviting the hackers. So it is important to migrate your website to a PHP version that is being supported. Upgrade your old PHP now!

Performance


There are numerous studies published and circulated widely. PHP 7 has, “100%+ performance gain on most real-world applications” says Rasmus Lerdorf (Ref: http://talks.php.net/fluent15#/php7) This is from his slides from PHP 7 talk at fluentconf. The good performance due to low latency is widely acknowledged.

PHP 7 performance

So how does good performance help your website? For one second lag, you will loose a minimum of 10% visitors. Search engines give priority to fast loading websites. Are these two reasons not enough?

As published by Christian Vigh, PHP 7 is faster by a whooping 400% than PHP 5.2

PHP performance benchmark

Ref: https://www.phpclasses.org/blog/post/493-php-performance-evolution.html#performance

New PHP features


Developers should be armed with good set of tools. When the language gives a good set of features, that enables the developer to produce a good product. Following are some of the features that are available in PHP 7.

  • The null coalescing operator
  • Return and scalar type declarations
  • Anonymous Classes
  • Zero cost asserts
  • Typed properties 2.0
  • Preloading
  • Null coalescing assignment operator
  • Improve openssl_random_pseudo_bytes
  • Weak references
  • New custom object serialization mechanism
  • Password hash registry
  • Covariant returns and contravariant parameters
  • Spread operator in array expression
  • Multi-catch exceptions
  • Keys usable in lists

Backwards compatibility


This is the key thing to focus on website migration. You might have used a feature that is available only in the lower version and removed in the newer version. Here is a list of backward incompatible changes between PHP 5.6 and PHP 7.0

  • set_exception_handler() is no longer guaranteed to receive Exception objects
  • Internal constructors always throw exceptions on failure
  • Parse errors throw ParseError
  • list() no longer assigns variables in reverse order
  • Empty list() assignments have been removed
  • list() cannot unpack strings
  • Array ordering when elements are automatically created during by reference assignments has changed
  • Parentheses around function arguments no longer affect behaviour
  • foreach no longer changes the internal array pointer and more changes.
  • Changes to Division By Zero and more integer handling changes.
  • Hexadecimal strings are no longer considered numeric and more string handling changes.
  • All ext/mysql functions and more list of functions removed.
  • New objects cannot be assigned by reference
  • Switch statements cannot have multiple default blocks
  • JSON extension replaced with JSOND

The above list is a summary only. Go through Ref: https://www.php.net/manual/en/migration70.incompatible.php for the complete list.

Deprecated features in PHP 7.0


So you are going to move forward. Know about what you should not use going forward. If you have already used the deprecated features, then it is better to migrate them also. Here is a list the deprecated list.

  • PHP 4 style constructors
  • Static calls to non-static methods
  • password_hash() salt option
  • capture_session_meta SSL context option
  • ldap_sort() function is deprecated.

More list of changes to keep an eye on


Steps to do the PHP website migration


  1. Backup your website, application, database, data in disk.
  2. Check if your hosting provider or your environment will allow to rollback the PHP version. This will be helpful if in case you are stuck at some point.
  3. Check the PHP compatibility for the respective version of the dependent vendor applications, plugins, modules and extensions.
  4. Prepare a checklist for items to be changed for backwards incompatibility. Refer above for consolidated list.
  5. Add the deprecated items to the checklist. Refer above for consolidated list.
  6. Use a well equipped IDE. Detach the old dependent PHP library and then add the new to be migrated PHP library. The IDE will warn and show errors. I promise, this will be helpful. If you are a person using a plain texteditor, then now is the time to dump it.
  7. Refactor the code.
  8. Deploy in a staging environment.
  9. Test.
  10. Go live.

↑ Back to Top



https://www.sickgaming.net/blog/2020/08/...-to-php-7/

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  (Indie Deal) Metro Exodus Historical Deal, The Survivalists & Little Hope
Posted by: xSicKxBot - 09-09-2020, 05:35 PM - Forum: Deals or Specials - No Replies

Metro Exodus Historical Deal, The Survivalists & Little Hope

Metro Exodus at 58% OFF for Steam
[www.indiegala.com]
Explore the Russian wilderness at a new historical low price

NEW Pre-Opportunities
https://youtu.be/QjKq16H2jc8
The Dark Pictures Anthology: Little Hope[www.indiegala.com]
https://youtu.be/Sb2X7BhDXh4
The Survivalists[www.indiegala.com]

Bundle Round-up

Stay Inside, Stay Safe and Enjoy Good Games.
Check out IndieGala on Twitter, YouTube & Facebook[www.facebook.com]


https://steamcommunity.com/groups/indieg...1191469579

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  ASP.NET Core updates in .NET 5 Preview 6
Posted by: xSicKxBot - 09-09-2020, 05:34 PM - Forum: C#, Visual Basic, & .Net Frameworks - No Replies

ASP.NET Core updates in .NET 5 Preview 6

Avatar

Sourabh

.NET 5 Preview 6 is now available and is ready for evaluation. Here’s what’s new in this release:

  • Blazor WebAssembly template now included
  • JSON extension methods for HttpRequest and HttpResponse
  • Extension method to allow anonymous access to an endpoint
  • Custom handling of authorization failures
  • SignalR Hub filters

Get started


To get started with ASP.NET Core in .NET 5.0 Preview 6 install the .NET 5.0 SDK.

You need to use Visual Studio 2019 16.7 or Visual Studio 2019 for Mac 8.6 to use .NET 5.0. Install the latest version of the C# extension, to use .NET 5.0 with Visual Studio Code.

Upgrade an existing project


To upgrade an existing ASP.NET Core 5.0 Preview 5 app to ASP.NET Core 5.0 Preview 6:

  • Update all Microsoft.AspNetCore.* package references to 5.0.0-preview.6.*.
  • Update all Microsoft.Extensions.* package references to 5.0.0-preview.6.*.

See the full list of breaking changes in ASP.NET Core 5.0.

That’s it! You should now be all set to use .NET 5 Preview 6.

What’s new?


Blazor WebAssembly template now included


The Blazor WebAssembly template is now included in the .NET 5 SDK along with the Blazor Server template. To create a Blazor WebAssembly project, simply run dotnet new blazorwasm.

JSON extension methods for HttpRequest and HttpResponse


You can now easily read and write JSON data from an HttpRequest and HttpResponse using the new ReadFromJsonAsync and WriteAsJsonAsync extension methods. These extension methods use the System.Text.Json serializer to handle the JSON data. You can also check if a request has a JSON content type using the new HasJsonContentType extension method.

The JSON extension methods can be combined with endpoint routing to create JSON APIs in a style of programming we call “route to code”. It is a new option for developers who want to create basic JSON APIs in a lightweight way. For example, a web app that has only a handful of endpoints might choose to use route to code rather than the full functionality of ASP.NET Core MVC.

endpoints.MapGet("/weather/{city:alpha}", async context =>
{ var city = (string)context.Request.RouteValues["city"]; var weather = GetFromDatabase(city); await context.Response.WriteAsJsonAsync(weather);
});

Find out more about the JSON extension methods in a recent On .NET interview about route to code.

Extension method to allow anonymous access to an endpoint


You can now allow anonymous access to an endpoint using the simpler AllowAnonymous extension method when using endpoint routing.

public void Configure(IApplicationBuilder app, IWebHostEnvironment env)
{ app.UseRouting(); app.UseAuthentication(); app.UseAuthorization(); app.UseEndpoints(endpoints => { endpoints.MapGet("/", async context => { await context.Response.WriteAsync("Hello World!"); }) .AllowAnonymous(); });
}

Custom handling of authorization failures


Custom handling of authorization failures is now easier with the new IAuthorizationMiddlewareResultHandler interface that is invoked by the AuthorizationMiddleware. The default implementation remains the same, but a custom handler can be be registered in DI which allows things like custom HTTP responses based on why authorization failed. A sample that demonstrates usage of the IAuthorizationMiddlewareResultHandler can be found here.

SignalR Hub filters


Hub filters, called Hub pipelines in ASP.NET SignalR, is a feature that allows you to run code before and after Hub methods are called, similar to how middleware lets you run code before and after an HTTP request. Common uses include logging, error handling, and argument validation.

You can read more about this Hub filters on the docs page.

Give feedback


We hope you enjoy this release of ASP.NET Core in .NET 5! We are eager to hear about your experiences with this latest .NET 5 release. Let us know what you think by filing issues on GitHub.

Thanks for trying out ASP.NET Core!



https://www.sickgaming.net/blog/2020/06/...preview-6/

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  News - We’re Getting A New Pocky & Rocky Game On Nintendo Switch
Posted by: xSicKxBot - 09-09-2020, 05:34 PM - Forum: Nintendo Discussion - No Replies

We’re Getting A New Pocky & Rocky Game On Nintendo Switch

Pocky & Rocky

Taito and Natsume Atari have just announced that a new entry in the KiKi KaiKai series (known as Pocky & Rocky in the west) is coming to Switch.

According to Weekly Famitsu, KiKi KaiKai: Kuro Mantle no Nazo (that’s a tentative title) is being developed by Tengo Project, a team within Natsume Atari which is formed of staff who worked on the 1992 SNES title KiKi KaiKai: Nazo no Kuro Mantle, including Toshiyasu Miyabe.

Miyabe had this to say about the announcement:

We started work on a sequel with the thought that if we didn’t respond to requests for a remake now, we wouldn’t have the chance in the future considering the staff’s age. While you may think it’s a remake, it’s a completely new title. It’s loaded with new elements.

The KiKi KaiKai series began life in arcades in 1986. The aforementioned SNES title gave the franchise global fame and would inspire a 16-bit sequel called KiKi KaiKai: Tsukiyo Soushi (Pocky & Rocky 2 in the west) as well as a Game Boy Advance entry called KiKi KaiKai Advance (Pocky & Rocky with Becky).

Tengo Project also worked on The Ninja Saviors: Return of the Warriors and Wild Guns Reloaded, both of which updated existing series for a new generation, to great success.



https://www.sickgaming.net/blog/2020/09/...do-switch/

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  News - Stasis Spotlight: Hunter Revenant
Posted by: xSicKxBot - 09-09-2020, 03:04 PM - Forum: Lounge - No Replies

Stasis Spotlight: Hunter Revenant


Welcome to this edition in our series of Stasis spotlight
articles where we’re examining Stasis via each of the three Guardian classes in
Destiny 2. Earlier in the series, we featured the Warlock Shadebinder and the Titan Behemoth. In this final article of
the series, we’re focusing on the Hunter Revenant.

—

Finding the Fantasy


One of the most important parts of developing Stasis and its
accompanying Guardian subclasses has been in defining each of their fantasies. The
team has spent a great deal of time iterating each subclass, starting with the fantasy
that instantly summarizes the experience. In some cases, that comes with ease.
For example, the fantasy shorthand for the Warlock Shadebinder was established
early on as “ice wizard.” From that simple phrase, anyone could instantly
conjure the image in their mind of what it would be like to play as a
Stasis-powered Warlock in Beyond Light, summoning your Stasis staff and
unleashing dark energy to freeze opponents.

Other times the fantasy evolves over the course of many
discussions, iterations, and playtests. That was the case with the Hunter
Revenant subclass which went through many iterations before we aligned on the “ninja”
archetype. The result is an amazing Stasis experience that we can’t wait for Hunter
fans to try for themselves.


Early on we knew that the Hunter would embody the idea of
slowing the battle around them with their Stasis powers. That starts with
Withering Blade, the Hunter Revenant’s melee attack. The player throws a deadly
Stasis shuriken into the fight; it ricochets off surfaces and enemies, slowing
and damaging them along the way. Land two shuriken on the same target and that
enemy will be instantly frozen.

When fully charged with ability energy, the Hunter Revenant
can unleash their deadly Super – Silence and Squall. Named after the pair of
Kama blades that the Hunter summons, this Super involves a two-pronged attack,
with each Kama blade having a different function. The first blade, when thrown,
immediately detonates on impact, freezing enemies in a radius from the center
of the blast. Hurl Squall, the second blade, and it will embed itself in a surface
(or an enemy) and then detonate, creating a Stasis storm that will track nearby
enemies, slowing and damaging them as it makes contact.



As is the case with the Warlock Shadebinder and the Titan
Behemoth, players using the Hunter Revenant will also be able to customize
their Stasis powers over time using Aspect and Fragment slots (check out our
Warlock Shadebinder article for more detail on how Aspects and
Fragments will work), including, for example, a Hunter-specific Slow Dodge Aspect
that will allow the Revenant to temporarily slow nearby enemies each time they perform
a dodge.



Things That Go Boom


Apart from the intrinsic Stasis abilities that will be a
part of each subclass, all Guardian classes using Stasis will have their choice
of a variety of Stasis grenades to use in combat:

Glacier Grenade – Upon contact with the ground, a
wall of Stasis crystals instantly burst from the earth and nearby enemies are
frozen inside Stasis crystal. These grenades have multiple uses – from encasing
enemies to creating cover. When destroyed, the crystals will create
AoE burst damage to nearby enemies.

Coldsnap Grenade – Upon impact with the ground or an
enemy, this grenade unleashes a wave of Stasis energy that races along the
ground in the direction of the closest nearby enemy, freezing them and then
searching out the next nearby foe. You can freeze up to three enemies with a
single Coldsnap Grenade.

Duskfield Grenade – Duskfield Grenades create
powerful Stasis fields that suck enemies into them when forming. Once an enemy
is caught inside, they will be slowed and, if unable to make it out in time, frozen
in place.

All three of these grenade abilities show the potential
of Stasis to change the way you fight in Beyond Light. Slowing and
freezing enemies have obvious advantages, and we’ve put a lot of effort into
thinking about how Stasis affects combat in both PvE and PvP situations,
including things like how often you can freeze a foe and how long those freeze
durations last.

The ability to create new geometry with Stasis is also an
exciting new addition. With a well-timed Glacier Grenade, you can now create
Stasis crystal formations that can perform double duty as platforms. Players
are going to use this new power – be it in the form of a grenade or a Super –
to gain easier access to tough-to-reach areas, create new lines of sight, and even
do things that we could never predict.

Wielding Stasis is going to be an unprecedented change to Destiny
2
. This is a new take on elemental power, where the path to victory is
found through controlling the enemy and the pace of the fight instead of
through brute force and damage. With Aspects and Fragments, we’re also giving
players a new level of control over how they customize their Stasis experience.



https://www.sickgaming.net/blog/2020/09/...-revenant/

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  News - Java Edition: Combat Test 6 Snapshot
Posted by: xSicKxBot - 09-09-2020, 03:03 PM - Forum: Minecraft - No Replies

Java Edition: Combat Test 6 Snapshot

Have you been keeping up to date on the latest combat news?  There are some more changes and adjustments since the last Combat Test Snapshot was released.  Be sure to let Mojang Studio’s know your thoughts and suggestions as they continue to develop these changes.

Redesigned aim assist again. A different approach this time, NO LESS CONTROVERSIAL!

  • Removed “Coyote Time”

  • Entities with bounding boxes that are smaller than 0.9 of a block are inflated (for targeting purposes) to be 0.9 of a block (rabbits, bats, etc)

  • Swords always have sweeping attacks again, axes have it with the Sweeping enchantment

  • Missing now only puts a 4 tick delay until the next attack regardless of weapon.

  • Increased base reach to 3 (was 2.5) and removed bonus reach for delayed attacks

Changes to shields:

  • Shields now only protect up to 5 damage for melee attacks (still 100% against projectiles)

  • Shields recover faster after an attack

Changes to axes:

  • Renamed Chopping to Cleaving

  • Removed other weapon enchantments from the enchanting table. The axes simply had too many possible enchantments. It also feels a little bit fitting with a rare Cleaving enchantment than a common Sharpness enchantment for axes

Changes to bows / projectiles:

  • Player momentum is added to thrown projectiles, but only in the direction you are aiming

  • Bow and arrow accuracy now slowly decreases the longer you pull the bow

Changes to food and hunger:

  • Reverted eating time to 32 ticks

  • Eating is now interrupted if something hits you

  • Natural healing is even faster (2 seconds, was 3 seconds)

  • Natural healing drains food 50% slower

  • By popular request – Reintroduced the rule that sprinting requires more than 6 points of food

Other changes:

  • Removed the attack indicator completely since it is no longer used by any systems

  • Fixed knockback calculation

  • Fixed damage value on items being off-by-one client-side

  • Fixed bug that caused players to be unable to attack/interract after respawning

  • Nerfed Sweeping Edge enchantment to 25/33/37.5 percent (was 50/66/75%)

To find the download an links to older threads visit the reddit thread here: https://www.reddit.com/r/Minecraft/comments/i5cvlh/combat_test_version_6/



https://www.sickgaming.net/blog/2020/08/...-snapshot/

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  Xbox Wire - Road to Guangdong: How do Writing a Game and Writing a Book Differ?
Posted by: xSicKxBot - 09-09-2020, 03:03 PM - Forum: Xbox Discussion - No Replies

Road to Guangdong: How do Writing a Game and Writing a Book Differ?

Summary


  • Road to Guangdong, written by acclaimed author Yen Ooi, is out now on Xbox One!
  • Road to Guangdong is a narrative road trip game about family, mixing driving simulation with story puzzles.
  • Yen Ooi is the author of the sci-fi novel “Sun: Queens of the Earth.”

I’ve always been passionate about learning how to write for different formats and platforms. I love storytelling that spans across multiple media and story franchises that are able to hold audiences captive through various experiences. And in my journey as a writer, I’ve learned that storytelling is about creating engaging environments, rounded characters, and well-paced plots to reveal compelling stories.

However, applying good storytelling to different media for different audiences requires different skill sets and understanding. Here are some comparisons I found while working on Road to Guangdong. 

Solitary vs. Social

In book writing, a manuscript doesn’t usually get read by someone else until the first full draft is completed. And even then, it would be seen only by one or two people who are involved with the editing process.


However, game writing requires the writer to be a good team player and not be shy about presenting their work even in very draft form. At every stage of production for Road to Guangdong, I worked closely with the whole team (production, design, art and music) to ensure that the narrative design and the story writing developed in line with all aspects of the game.

Sequenced vs iterative

Book writing follows a somewhat strict sequence of actions. After a complete draft manuscript is written, it will go through the editorial process where after each edit, the writer will consider the notes and rewrite the manuscript as necessary. Edits are applied to the entire book as a whole each time, which as you can imagine, becomes quite a lengthy process.


In game production, technical developments, design, art, music and writing all need to happen more or less concurrently to keep to fairly tight production schedules. And keeping in mind the close working relationships between teams, game writing becomes an iterative process. What this means is that every bit of writing or development gets reviewed by the team to consider whether it’ll work with the game as a whole before moving on to the next parts. It’s a constant cycle of edits and changes, taking on board comments and feedback from the team, to improve the game while next bits of writing and development are being created.

Indirect vs Direct (Prose vs Dialogue)

The relationship between the writer and the audience is really interesting and this ties into the required style of writing for the formats. While writing a book, the writer has freedom and scope through writing in prose to do things that might obscure or surprise the reading process. In fact, many book genres favour making the reader work hard to figure out the story. As plain text, prose forces the writer to describe everything and a good writer can do so creatively, but because the engagement is purely with the text, there’s no need to worry about the immersive experience of the reader.


While working on Road to Guangdong, at every point of the game, we had to think about what the player might be experiencing and ensure that they understand what they have to do to advance further. Because games today are so varied and gameplay is becoming more and more intricate, when working on game design, it’s also about applying themes that might be expected in the game’s genre, while adding new ideas that would entertain the player, and still keep to what the game had set out to do in the first place. All of this happens through two types of writing; dialogue that appears in the gameplay; and notes and descriptions that are used in production and design. There is a lot of writing that the player doesn’t read but experiences, and it is this ongoing negotiation between writing while keeping the player in mind that makes the player a core and visible part of the game development process.

Writer’s choice vs Player’s choice

Which brings us to the most important difference: choice. In a book, the writer makes all the choices in the storytelling, leaving the reader to just experience the story through reading.

However, because gameplay requires that the player make choices that drive the story, the writer’s responsibility here is to ensure that players are able to make meaningful choices. And within these choices, the writer needs to maintain the integrity of the characters and keep within parameters of the plot. In Road to Guangdong, one of my key concerns while writing, was in maintaining Sunny’s character in all the choices presented.

Whether it is about the writing environment, the process, or the audience, I love exploring the differences in writing for different media. However, in every form of writing, I’m always reminded that the ultimate pleasure comes from knowing that the writing is enjoyed by the audience.

Road to Guangdong is out now on Xbox One!



https://www.sickgaming.net/blog/2020/08/...ok-differ/

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  News - Don’t Miss: Deaf accessibility in video games
Posted by: xSicKxBot - 09-09-2020, 03:02 PM - Forum: Lounge - No Replies

Don’t Miss: Deaf accessibility in video games

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


When/How to use Deaf Accessibility Tools


According to the World Health Organization (2016), over 360 million people in the world have mild to profound hearing loss. To narrow down further, approximately 48 million Americans have some degree of hearing loss. That is roughly 15% of the population who are hard of hearing or deaf. And that’s a lot.

Within the video game industry, we strive for players of all backgrounds to enjoy our games, including but not limited to those who are d/Deaf and hard of hearing (d/Deaf/HoH). So how can we make our games more accessible?

The two major tools to promote deaf accessibility in video games are (1) subtitles/captions and (2) visual cues. This basic guide will define the tools and outline when/how to integrate them into game design (tl;dr at the end).

  • Subtitles and Closed Captions:
    • Subtitles vs. Closed Captions
    • Best Practices
  • Visual Cues
  • Integrating Deaf Accessibility Tools into Video Games
    • Why should the tools be added?
    • When should the tools be added?
    • How should the tools be added?

Summary: Subtitles = Dialogue // Closed Captions = Dialogue + Sound Effects

Subtitles


Subtitles derive from text within a written script or spoken dialogue. As a tool, subtitles are designed under the assumption that the user is hearing. Still, there are many benefits to subtitles for both hearing and d/Deaf/HoH individuals. For example, if the dialogue is in another language, subtitles can provide a thorough and accurate translation for non-native speakers. Here is a quick example.

Hearing individuals will use subtitles for varying purposes, including but not limited to understanding poor audio quality, heavy accents, and dialogue in a noisy environment. Additionally, subtitles serve a functional purpose for those who are watching a video on their lunch break at work or trying not to wake a baby.

Generally, subtitles can also assist in comprehension. If content is designed to be informative (i.e. a lecture or “how-to” video), subtitles can provide extensive technical information in written form to assist users in following along with the dialogue. Additionally, users find that subtitles help with following a story by alleviating concentration fatigue. They also improve literacy, which is an added plus.

A friend recently joked that once he turned on subtitles in Red Dead Redemption 2, he found that he could never go back to playing games with the subtitles off. Subtitles complimented the game audio and dialogue, as well as assisted him in comprehension.

His experience is reflected by recent data released by Ubisoft, which shows that 95% of Assassin’s Creed Odyssey and 97% of Far Cry: New Dawn players kept subtitles on.

A man on a horse during the night. Text reads, Micah: Quite a business...

Red Dead Redemption 2 (2018)

However, though subtitles are helpful for deaf and hard of hearing individuals, it does not immediately equate to equal access.

Closed Captions


The term “closed captions” is often used interchangeably with subtitles, but both features are different. Closed captions, often displayed as [cc], are intended to not only accommodate for dialogue, but also other sound effects. Oftentimes, closed captions will include indicators for music or background noise (i.e. explosions, gunshots, breaking glass, etc.). As a tool, closed captions are designed under the assumption that the user is deaf or hard of hearing. The intent of the tool is to provide equal access to d/Deaf/HoH individuals.

 

It’s a Dog’s Life With Bill Farmer (2020): Two examples of closed captions from a Disney film.

If there is a sound effect or if something occurs off-screen, then captions will include a written cue to notify deaf and hard of hearing individuals.

The main benefits of closed captions is that they provide additional context and therefore, improve immersion for d/Deaf/HoH individuals. Users are able to focus more on the story and content, rather than spending their time trying to decipher subtitles and wondering what they might have missed.

NOTE: In the entertainment industry, captions are categorized as either open or closed. What makes them “closed” is that a user can toggle the captions on and off, whereas “open” captions are embedded in the product and cannot be turned off. In the video game industry, captions are almost always categorized as “closed.”

Best Practices for Subtitles and Closed Captions


Now that we know the difference between subtitles and closed captions, how do we add them to a game? The rule of thumb is to consider the following:

Accuracy: Within the FCC closed captioning rules, it states that all spoken words in dialogue needs to be accurate to the fullest extend possible. Keep in mind that scripts may not be the end product, as voice actors may add their own dialogue. If the team is strapped for time, Rev, GoTranscript, and Ai-Media are popular closed captioning services. However, game companies are still responsible for formatting.

Labels: Given the nature of video games, the text should always label the speaker(s). Typically, it’s recommended that speakers are labelled using all capital letters. Other designers will use color-coded names to indicate speakers. Just make sure that it is consistent. Additionally, if the speaker is off screen, use an arrow to indicate dialogue is occurring out of view.

Here are some examples:

< SUSANA: When I know more, I’ll let you know.

JAMES: What are you doing?

MAN: I don’t want to do that now.

BOTH: We want to play too!

ALL: Happy birthday, Timmy!

If the same speaker is continuing on to the next line or in a fresh set of subtitles/captions, the speaker does not need to be labelled.

Intonation and emotion: When applicable to the dialogue, intonation and emotion can be labelled within the text. The format is as follows:

(SLURRED): But I love you!

JAN (WHISPERS): Don’t let him near you.

Another option is to integrate intonation and emotion into the displayed text. For example rather than labelling text as (STUTTERS) it can be displayed as JOHN: I’m g-g-going home. Here are some other examples:

Everything that matters…is a mystery

What do you think you’re…?!

You mean you’re going to marry him?!

It’s a BOOK, damnit!

Lastly, a single subtitle/caption can indicate critical intonation that is not affiliated with a speaker.

APPLAUSE DROWNS SPEECH

LONG PAUSE

For additional technical examples, please check out the BBC Subtitle Guidelines.

Accents: Only indicate an accent when it is critical to the dialogue. Text can be displayed as

Steve [AMERICAN ACCENT]: I don’t know what you mean.

Screenshot from the Office. Steve is captioned, stateing Yeeaacck! TMI. TMI, my friends.

The Office (2005)

Music: Always label music and it’s source. For instance, if someone is whistling a tune, text should read HE WHISTLES AN UPBEAT TUNE. When applicable, describe incidental music using the following format:

MUSIC: “God Save The Queen”

Designers can also combine music source with incidental music, such as JOHN HUMS “God Save The Queen”. If there isn’t a source and the song name is not necessary, music can be labelled: EERIE MUSIC or UPBEAT MUSIC. Label mood music only when required.

Sound Effects: For closed captions, critical sound effects should be properly labelled in the text. The BBC rule of thumb:

  • Sound effects should be capitalized
  • Describe the sounds, not actions (i.e. GUNFIRE)
  • Subject + verb should be brief (i.e. FLOOR CREAKS)

Hamilton the music screenshot.

Hamilton (2020): The speakers are indicated and the text is properly labelled being sung.

Font: The font should be simple and legible. Rev recommends the following fonts: Lucida Grande, Arial, STIXGeneral, Verdana, Helvetica Neue, Times, and Futura. Essentially, any standard document-style font.

Size: Make sure the size is appropriate (and can be properly viewed from a couch). Well-researched standards state that the font size needs to fit within a minimum line height of 8% of the active video height. Other game experts recommend size to be a minimum of 46px for a 1080p screen and allowing scaling both up and down from there.

Image showing line height being 8% of active video height, character height being sized to fit

BBC Guidelines (2020): 0.5em = 8px

Text background: To improve legibility, the text should always contrast with the background. To assist with contrast, it is recommended to include a text background (opacity 50%) to accentuate text. On both sides of each line, the rectangular background should have a 8px gap (as seen above).

Color: BBC guidelines recommend that subtitles/captions should be white, yellow, cyan, or green (in order of priority). Colors can also assist in distinguishing names and other core concepts within combat. Just make sure to not go overboard and be mindful of colorblindness.

A an on a rope sliding down an open crater. Text states, JD: All right, Control. We're going in.

Gears of War 5 (2019): An example where the text is an appropriate size and the background properly contrasts with the text to improve legibility.

People looking a the screen in a laboratory. Text is illegible.

Wolfenstein II: The New Colossus (2017): An example where text is too small, the contrast between the background and text makes it illegible, and the speaker is not labelled.

A mansion with text over it, but both are a similar brown green color.

Darkest Dungeon (2016): The text is not a standard color and does not contrast with the background, making it illegible.

Positioning: Traditionally, text is horizontally displayed on the bottom of the screen. Depending on the interface, it may be helpful to move the text to another location. Just make sure that the text is not obstructed by the gameplay and vice versa, as according to FCC guidelines on positioning.

Length: d/Deaf/HoH users utilize active reading skills, as they constantly need to flick their eyes between text and the gameplay. Therefore, do not present too much data all at once, as users should be able to easily read along with the dialogue. Again, BBC states that only two (at most three) lines should be displayed at a time and a single line should not exceed 38 characters.

Break at natural points: Text should always break in logical points. Ideally, a line should be broken in the event of punctuation or the changed speakers. If the game requires split speech, it is advised by experts to avoid splitting in the event of a(n):

article and noun (e.g. the + table; a + book)preposition and following phrase (e.g. on + the table; in + a way; about + his life)conjunction and following phrase/clause (e.g. and + those books; but + I went there)pronoun and verb (e.g. he + is; they + will come; it + comes)parts of a complex verb (e.g. have + eaten; will + have + been + doing)

BBC Guidelines (2020)

Left, right and center justification can be used to identify sound location or speaker. Just make sure breaks also need to consider eye-movement.

text for left and right reads We all hope you are feeling much better. Left has an x, and right have a check.

BBC (2020) example of an unnatural line break.

A woman holding a walkie talkie, stating Jonah I'm here. Just a little stuck. Uh-- a rock pinned my [UNNATURAL BREAK IN LINE] leg.

Shadow of the Tomb Raider (2018): An example where the text is properly contrasted and easy to read, but includes an arbitrary, unnatural line break.

Time: When text appears on the screen, users should have an ample amount of time to read the text. Generally, users can read 160-180 words per minute. Channel 4 recommends a rough estimate of 2 seconds per line. But when adding combat or character movement to the equation, it is safe to say that readers may have a decreased reading rate. Since there isn’t data on this topic yet, be ready to have playtesters available. Additionally, as users cognitively adjust to the game’s subtitles/captions, make sure that the display time is consistent.

Synchronization: The text within the subtitles should always match what is happening in the gameplay. According to FCC guidelines, text should be displayed with corresponding dialogue and sound effects “to the greatest extent possible.” It wouldn’t be fun to read a spoiler before it happens on the screen.

A man with a long chin stating a lot of text that is difficult to read.

Outcast – Second Contact (2017): The text is too long for users to read and comprehend in an appropriate amount of time, thus slowing down gameplay.

A warrior staring off into the distance. Text reads, LEONIDAS: I would have liked to have gone fishing with my son.

Assassin’s Creed Odyssey (2018): An example of text that is presented at an appropriate length, uses a clear text color with a suitable background contrast, and properly identifies the speaker.

Directionality: When possible, always indicate the direction of the dialogue, music, and sound. It can be as simple as an arrow point left or right.

A Minecraft screenshot that includes directional subtitles on the righthand side.

Minecraft (2020): An example of closed captions indicating the location of the sound using < or >.

Consistency, consistency, CONSISTENCY: Whether the team decides to use colors or brackets, make sure text is consistent. Doing so will ensure intuitive use for the product.

Visual cues


Games require a large amount of information to be translated to the user. The most commonly utilized method for helping a user understand and react to a game’s mechanics or intent is through the use of visual cues. Essentially, visual cues are used within game design to notify users of pertinent gameplay information so that the user may make informed decisions.

For deaf and hard of hearing users, visual cues are the key to success.

Valorant (2020): An example of a user taking damage and the game notifying the user through a damage directional indicator.

Visual cues can come in many shapes, sizes, colors, and forms. More often than not, designers will use visual elements that users are already familiar with, as doing so will make gameplay intuitive for users. Depending on the gameplay and designer’s intent, visual cues are often accompanied by a sound cue and at times can be subtle.

Some common examples of visual cues include:

  • Damage directional indicators
  • Pathfinding hints
  • Timing cues during combat (i.e. glint on weapon before a swing)
  • Highlights over loot and drops.

Remnant: From the Ashes (2019): An example of a user being visually notified of drops.

Now that we know about the tools to promote deaf accessibility, what do we do with them? It’s hard to say “these types of games should have these types of features” since genres are very much blended together. However, here are some general design suggestions.

Why should the tools be added to the game?


When it comes to Deaf Accessibility, there is no single solution. It’s easy to add closed captions and call it a day. But accessibility involves interactive and integrated design.

For example, only adding closed captions does not immediately equate to Deaf Accessibility. Hearing people’s processing speed index benefits from both visual and auditory processing. However, from d/Deaf/HoH individuals, auditory processing is decreased or removed from the picture.

To create a more accessible product, designers will need to add additional visual information to assist with d/Deaf/HoH processing. The downside of only including closed captions is that active reading takes up a large portion of cognitive flexibility. This might work for TV or movies, but video games require player engagement. What if the gameplay is unpredictable and includes lots of sounds? For d/Deaf/HoH users, they’re forced into a multi-tasking dilemma and oftentimes, experience cognitive overload. They do not benefit from the interconnection between auditory and visual processing.

This is why the Deaf Accessibility tools are critical and, more so, why there needs to be healthy balance of both subtitles/captions and visual cues.

When should the tools be added to the game?


Accessibility should always be considered in the early stages of development. The reasoning is that oftentimes, foundational design choices prevent the application of accessible features.

Within the game development pipeline, a game typically goes through five stages: concept, pre-production, production, launch, and post-launch. In pre-production, timelines are made, storylines are drafted, gameplay mechanics are determined, and level design is established. The game is taking shape and details are being defined.

Arrows indicating the process: concept, pre-production, production, launch, and post-launch.

Deaf accessibility tools need to be integrated during this pre-production phase. Once the game enters production, it is extremely difficult to go back and say, “Hey remember all those sound effects we made? Turns out they aren’t accessible to deaf people.” Sure, it’s easy to add some subtitles, but what about all the other sound cues? There will be a lot of backtracking and last-minute, imperfect solutions might be implemented.

To hold the development team accountable, it is advised to hire a full-time accessibility manager or specialist. Doing so will create a common language, understanding, and discourse that strives towards lasting changes and informed decisions. Of course, if the studio is small, then there is the option of hiring an accessibility consultant. Additionally, it may be helpful to designate one designer who actively researches accessibility and is in charge of holding others reliable. However, a full-time specialist is the most ideal route.

How should the tools be added to the game?


To answer this question, I will walk through some examples and scenarios.

What to do with a story-driven game.


If the gameplay is intended to be story-driven with extensive dialogue, then the designers need to create thorough, comprehensive closed captions.

Two women speaking with eachother. Captions read: These are dangerous times. I'd hate to meet Hades without having tasted those lips.

Assassin’s Creed Odyssey (2018)

What to do if dialogue happens off-screen.


If dialogue occurs off-screen, closed captions can include a directional indicator to alert users of the source. For example, in The Last of Us Part II, combat is subtitled and includes a directional indicator to let d/Deaf/HoH users know their enemies’ location.

A girl with a rifle on her back. Text indicates to the left and states, WLF Soldier: This is dumb, we should be pushing in.

The Last of Us Part II (2020): The subtitles include a directional indicator.

What to do with a combat-driven game.


A major issue in combat-driven games is that off-screen events/alerts will occur, but will only notify the user through an audio cue.

To make combat-driven games accessible, there are generally three choices:

  1. Make a visual cue
  2. Caption it
  3. Make a visual cue and caption it

Making a visual cue is a quick and simple solution. For example, Sledgehammer Games includes a directional visual cue to alert users that there is a grenade off-screen that could be dangerous.

The user is defending a point. A red grenade icon is visible that is pointing behind the user.

Call of Duty: WWII (2017): Includes a visual cue that indicates that a grenade is behind the user.

If events/alerts can be expressed through text, closed captions are a viable route. To optimize gameplay, closed captioning should include directional indicators. However, be mindful of “info dumping” text on the screen, as too many closed captions during combat may cause cognitive overload.

Voicelines are captioned in the bottom center of the screen. Characters are labelled and accents/noises are indicated.

Overwatch (2018): Key voicelines are included as closed captioned to notify users that an ability is being used.

In other instances, a cue can be both visual and captioned. The benefit is that the user is alerted of off-screen events, while also receiving direct knowledge of what is causing the sound.

An arrow points to the right and is subtitled as "Explosion"

Far Cry New Dawn (2019): The off-screen “Explosion” visual cue is also captioned.

What to do with a combat-driven competitive game.


During a competitive game, users need to receive information as quickly and efficiently as possible. Typically, designers will use audio cues, as hearing individuals can subconsciously obtain information through subconscious, auditory processing. However, this does not work for d/Deaf/Hoh users.

The best course of action is visualizing sound effects. Fortnite uses a revolutionary visualization for all sound effects. Within the visualization, there are visual cues such as treasure chests, gliders, gunshots, and footsteps. Additionally, colors within the visualization helps distinguish which sounds are neutral vs. dangerous. Opacity is also used to indicate distance of the sound.

A ring in the center is indicating that there are two footsteps sound cues near by.

Fortnite (2017): Includes a directional indicator for treasure, gunshots, footsteps, and more.

How to improve player communication.


Team-based, first-person shooters are extremely popular these days and for many of these online games, they require player communication. However, voice chat is an obvious barrier for d/Deaf/HoH individuals. Users can use the text chat to communicate with each other or clarify information, but given the fast-paced nature of online games, this is neither efficient nor ideal. More so, text chat can inhibit users or place them at a disadvantage, as they spend more time reading/typing rather than searching for gear or engaging in combat.

One option is to include an integrated ping system. Having a precise and flexible ping system improves player communication, as users are able to quickly and efficiently provide information to their teammates. Plus, there are plenty of reasons people can’t or prefer not to speak in-game. Maybe their family is asleep, or they can’t afford a high-quality mic? Therefore, this is a universal solution that would not only benefit d/Deaf/HoH users, but also improve the game’s quality of life.

Apex Legends (2019): Showcases a three-dimensional, fully integrated ping system.

Another option is to convert speech to text. Though this solution is functional, there is a still chance the conversion is inaccurate due to poor microphone quality, background noises, accents, and incoherent speech. However, companies have proven it is good enough to show a substantial benefit for the d/Deaf/HoH communities.

Apex Legends' accessibility settings are shockingly good. Features voice to chat text and play incoming text chat as speech.

Apex Legends (2019): Users are able to convert incoming voice to chat text.

What to do if the game relies on music.


Music can be visually represented in gameplay. Though Cadence of Hyrule is a rhythm game, Brace Yourself Games cleverly integrates a visual-heavy interface that relies on visual-audio cues. Notice that enemies pulse with the music, creating a visual cue that alerts users of the next move. Here is a sample of the game.

5 Minutes of Cadence of Hyrule Gameplay DIRECT FEED (Cucco Attack ...

Cadence of Hyrule (2019): The rhythm is visually illustrated in the below bar.

How to accommodate for different types of hearing disabilities.


There is no such thing as one d/Deaf/HoH diagnosis. Hearing can range from mild to profound hearing loss. Some people use hearing devices such as hearing aids or cochlear implants, while others do not. Some were born with hearing loss, whereas others lose their hearing later in life. Therefore, as designers, it is difficult to predict user experience and the needs of the user base.

To accommodate varying deaf backgrounds, it is recommended to include:

  1. Customization
  2. Hearing Accessibility Presets

Customization: In the entertainment industry, it is always recommended to allow users to customize their subtitles/captions. Every individual has their own individual abilities that a designer is not always able to predict. For example, some people need full solid black text background with no transparency, particularly when dyslexia comes into it. Meanwhile, others may find font edging intrusive or distracting.

By adding customization to the interface, the designer is enabling users to adjust their interface to meet their needs. Recent advocates support the use of a full slider, as it allows fine tuned adjustments.

It is essential that a customization menu includes a preview so that users can identify pain points and shift settings, as needed.

Subtitles features with colors, size, font edge, background color/opacity, window color/opacity, etc.

Disney+: An example of extensive customization for subtitles/captions.

Here is a recent example: Naughty Dog’s game has extensive customization options within their accessibility settings. Users are able to adjust the size, background, names, directions, and colors of the subtitles.

Subtitle customization menu. Under subtitles, users can adjust size, background, names, name colors, direction, and general color. On the right, subtitles are displayed.

The Last of Us Part II (2020): Subtitles with extensive customization options.

When to use controller vibration.


If the game uses a controller, designers have the opportunity to utilize vibration as an accessibility feature. However, note that vibration does not immediately indicate equal access. The reasoning is that not everyone is able to use controller vibration (i.e. Peripheral Neuropathy).

Controller vibration should only be used to emphasize the significance of a visual cue or closed caption that already exists, and should not be used as a core feature. For example, if there is an explosion in the background, the game can caption [EXPLOSION] and have the controller vibrate at the same time. Doing so will not only assist with immersion, but will also allow the player to prioritize during the decision-making process.

What to do with in-game stealth mechanics.


Whether it be the user completing a stealth mission or an enemy sneaking up on the user’s character, a common pain point for d/Deaf/HoH users is in-game stealth mechanics.

If a user is having difficultly while remaining stealthed, designers can add a noise indicator. For example, Nintendo added a noise indicator in their most recent Zelda installment (the circle with pink on the bottom left), which notifies users of their noise levels. Users may be unaware that one weapon is quieter than another. However, the noise indicator will notify deaf and hard of hearing users of their character’s noise levels, therefore serves as an extremely effective tool.

 

The Legend of Zelda: Breath of the Wild (2017): Stealth indicator assists with controlling character noise levels.

However, what do we do if an enemy is sneaking up on a user? In addition to integrating visual cues, designers can add awareness indicators. Awareness indicators will warn users when an enemy is about to spot them and from which direction the enemy is coming from. Awareness indicators assist in both stealth and combat, as it’ll let users know if an enemy is sneaking or charging up from behind them.

HUD in the center shows two white pulses, indicating that the player has been caught by two enemies.

The Last of Us Part II (2020): Includes awareness indicators to notify the player that they are no longer stealth

Another overall solution is adding a mini-map that identifies all enemy locations through visual cues. Doing so will paint a clear picture of all enemy locations, leaving less room for interpretation and more room for tactical decision-making.

A close-up of the mini-map. Enemies are in red, neutrals are in gray.

Between subtitles/captions and visual cues, there are so many creative ways to promote accessibility in video games. This piece only scratches the surface of what we, as designers and developers, can do to make our games more accessible to deaf and hard of hearing gamers. I will continue to add to this piece as additional questions and examples surface. If you have a question, comment, or concern, please reach out to [email protected] or connect with me on Twitter @momoxmia.

Republished leahybaker.com (includes additional examples). Reviewed by Ian Hamilton (Accessibility Specialist, Independent), Anthony Norcott (Designer, Gunfire Games), Michael Anthony (Developer, Microsoft), and Jordan Colbert, MMFT (Assistive Technology Professional, USC).


The two tools are:

1. Subtitles/captions

Subtitles = Dialogue

Closed Captions = Dialogue + Sound Effects

2. Visual cues = Visually notifies users of pertinent gameplay information


Why should the tools be added to the game? d/Deaf/HoH individuals require accessibility in order to fully enjoy the video game. More so, they do not benefit from the interconnection between auditory and visual processing.

When should the tools be added to the game? In the early stages of the pipeline, ideally in the pre-production stage.

How should the tools be added to the game? Integrate subtitles/captions and visual cues into your game. Any audio cue should always have a corresponding visual cue.

Examples of integrating tools:

  1. What to do with a story-driven game: Include detailed and comprehensive closed captions.
  2. What to do if dialogue happens off-screen: Include directional indicators for closed captions.
  3. What to do with a combat-driven game: If there is a sound effect, (1) make a visual cue, (2) caption it, or (3) make a visual cue and caption it. If applicable, rumble pack can additionally be used.
  4. What to do with a combat-driven competitive games: Create a visualization for all sound effects (i.e. Fortnite).
  5. How to improve player communication: Include an integrated ping system and voice chat transcriptions.
  6. What to do if the game relies on music: Visually represent rhythm within the interface and through visual cues.
  7. How to accommodate for different types of hearing disabilities: Include customization options and a Hearing Accessibility Preset.
  8. When to use controller vibration. Use controller vibration to emphasize the significance of a visual cue or closed caption.
  9. What to do with in-game stealth mechanics. Add noise indicators, awareness indicators, and a comprehensive mini-map.

Additional reading


For other helpful resources tips, I highly recommend reading Ian Hamilton’s piece on How to do subtitles well: basics and good practices. Max Deryagin also wrote a great piece on What Video Game Subtitling Got Wrong In 2017, which identifies common pain points. CanIPlayThat includes reviews and resources as complimentary reading material. Should videos be your preferred method of learning, you can also check out Making Games Better for the Deaf and Hard of Hearing by Game Maker’s Toolkit.

If you are hoping to broaden your understanding in accessibility, Game Accessibility Guidelines can be found here: http://gameaccessibilityguidelines.com/



https://www.sickgaming.net/blog/2020/09/...deo-games/

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  News - Remaining Lab Zero staff laid off following dev exodus
Posted by: xSicKxBot - 09-09-2020, 03:02 PM - Forum: Lounge - No Replies

Remaining Lab Zero staff laid off following dev exodus

Skullgirls developer Lab Zero has laid off the remainder of its staff shortly after many members of the team departed the studio over issues with its owner Mike Zaimont.

According to Kotaku, roughly 11 developers remained at Lab Zero following the voluntary exodus but were informed on August 25 that the studio no longer had the funds to fund payroll.

“We are exploring all funding options in hopes of bringing those team members back, but right now that’s the reality,” reads a portion of Zaimont’s full statement published by Kotaku.

Indivisible creative director Mariel Cartwright, a voluntary Lab Zero departure, started selling off sketchbooks to raise money for impacted Lab Zero earlier this week, prompting Jonathan Kim, an artist among last week’s voluntary departures, to reveal via tweet that the remaining Lab Zero staff had been laid off (seemingly without severance).

Several prominent developers, including Kim and Cartwright, published statements last week announcing their departure from the studio and pinning the blame on what they described as problematic behavior and a lack of accountability from Zaimont.

Shortly after those departures, Skullgirls IP holder Autumn Games and Skullgirls mobile developer Hidden Variable announced that they would no longer work with Lab Zero itself over the accusations,  but would continue to support the games through cooperation with the departing members of Lab Zero’s Skullgirls team.



https://www.sickgaming.net/blog/2020/09/...ev-exodus/

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  gRPC-Web for .NET now available
Posted by: xSicKxBot - 09-09-2020, 10:57 AM - Forum: C#, Visual Basic, & .Net Frameworks - No Replies

gRPC-Web for .NET now available

Avatar

James

gRPC-Web for .NET is now officially released. We announced experimental support in January and since then we’ve been making improvements based on feedback from early adopters.

With this release gRPC-Web graduates to a fully supported component of the grpc-dotnet project and is ready for production. Use gRPC in the browser with gRPC-Web and .NET today.

Getting started


Developers who are brand new to gRPC should check out Create a gRPC client and server in ASP.NET Core. This tutorial walks through creating your first gRPC client and server using .NET.

If you already have a gRPC app then the Use gRPC in browser apps article shows how to add gRPC-Web to a .NET gRPC server.

What are gRPC and gRPC-Web


gRPC is a modern high-performance RPC (Remote Procedure Call) framework. gRPC is based on HTTP/2, Protocol Buffers and other modern standard-based technologies. gRPC is an open standard and is supported by many programming languages, including .NET.

It is currently impossible to implement the gRPC HTTP/2 spec in the browser because there are no browser APIs with enough fine-grained control over requests. gRPC-Web is a standardized protocol that solves this problem and makes gRPC usable in the browser. gRPC-Web brings many of gRPC’s great features, like small binary messages and contract-first APIs, to modern browser apps.

New opportunities with gRPC-Web


gRPC-Web is designed to make gRPC available in more scenarios. These include:

  • Call ASP.NET Core gRPC apps from the browser – Browser APIs can’t call gRPC HTTP/2. gRPC-Web offers a compatible alternative.
    • JavaScript SPAs
    • .NET Blazor Web Assembly apps
  • Host ASP.NET Core gRPC apps in IIS and Azure App Service – Some servers, such as IIS and Azure App Service, currently can’t host gRPC services. While this is actively being worked on, gRPC-Web offers an interesting alternative that works in every environment today.
  • Call gRPC from non-.NET Core platforms – HTTP/2 is not supported by HttpClient on all .NET platforms. gRPC-Web can be used to call gRPC services from Blazor and Xamarin.

gRPC loves Blazor and .NET

gRPC is a registered trademark of the Linux foundation. Blazor is compatible with gRPC-web

We’ve worked with the Blazor team to make gRPC-Web a great end-to-end developer experience when used in Blazor WebAssembly apps. Not only will gRPC tooling automatically generate strongly typed clients for you to call gRPC services from your Blazor app, but gRPC offers significant performance benefits over JSON.

A great example of the performance benefits in action is Blazor’s default template app. The data transferred on the fetch data page is halved when gRPC is used instead of JSON. Data size is reduced from 627 bytes down to 309 bytes.

Developer tools showing gRPC-Web transfer size

The performance gain here comes from gRPC’s efficient binary serialization over traditional text-based JSON. gRPC-Web is an exciting opportunity to improve rich browser-based apps.

Try gRPC-Web with ASP.NET Core today


For more information about gRPC-Web, check out the documention, or try out a sample app that uses gRPC-Web.

gRPC-Web for .NET is out on NuGet now:

We look forward to seeing what you create with .NET, gRPC and now gRPC-Web!



https://www.sickgaming.net/blog/2020/06/...available/

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