SimCity in the Browser...with Source Code

If you haven't played the classic SimCity, I mean Micropolis then you missed out.

But you know what would make it cooler? Playing it in browser, that's what.

Yeah, it's already been done (and it continuing to be done) by Graeme McCutcheon, Mozillian and clearly super awesome dude, based solely on his choice of games to port to HTML5.

But let me show you the coolest thing about MicropolisJS, in my not so humble my opinion.

That's right. Yours truly contributed to the project. Booya.

Uh...Why is that Cool?

Well, SimCity is probably my favourite game of all time. Not the PC one specifically, but the SNES port that came out a bit later.

And I contributed code to it.

In my favourite language.

Sploosh. (Reference is Kinda NSFW Audio from Archer)

You Didn't Contribute Much

True, but I still contributed and that is the point. This represents something else to me.

Plus, having a pull request accepted by an open source project is a new experience for me. If you go back two years, the idea of me being part of anything open source would have been ludacrous.

Now, as more of a coding hobbyist rather than a professional (as I don't get paid to code much anymore), I'm talking open source projects and use not much more than a terminal and text editor to develop and build all my code.

It's something of a major milestone in my personal and professional evolution.

The Point

Photo credit: GaborfromHungary from

It's pretty direct: MicropolisJS is awesome, and so is open source. If you want to be awesome (like me) fork the project and help out a bit.

If you don't want to help, it's still a cool set of source code to download and play with to see a full working game in HTML and JavaScript. One that you can really recognize.

Thanks for playing. ~ DW

Why the Humble Mozilla Bundle is Awesome

Last week, I saw my worlds collide in this Humble Bundle my mind was blown.

Let me explain.

JS Compilation in the Real World

JavaScript and HTML5 are very present in the real world, but I hadn't seen a deep case of cross compilation.

I've seen Cordova, but that isn't the same thing. That is going JavaScript to something else, rather than the other way around. Sure, I had found examples of JS compilation, but I didn't have that awesome example that could "Wow" someone and show that compiling your insert language here could be compiled into JavaScript, which could then be made cross platform compatible.

Now I have eight examples thanks to Humble Bundle.

Games Aren't Apps

Totally agree. -- It's a link to my blog post about that exact topic.

That being said, games are highly complex software that demand high performance to work. Plus, gamers (a.k.a. the users) don't care about the tech underneath the covers, they care that the game is fun. The tech just has to work, and work well, otherwise your game sucks.

In my mind, if it can work for games, it can definitely work for apps.

This is why seeing games go from C++ with asm.js to JavaScript and see the game run on the browser and the desktop is freaking awesome!

What Business Apps Should Learn

Nothing dramatic should change other than the way you think about going cross-platform or web-based or both with your existing code base.

Take your current product or project roadmap, and start considering that you can take your code and port it to the web. It's been done for code much more complicated than your LOB code, so really consider it.

Not sure what Cordova is? It's an Apache project meant to take HTML5/JavaScript applications and compile the code into native apps. Basically, the next generation of PhoneGap.

It's Not That Easy

Of course it isn't. I never said it was.

What I am saying is that it can be done, and it has been done, which means compiling code into JavaScript isn't bleeding edge, it's becoming mainstream.

And that is why the Humble Mozilla Bundle is Awesome.

Thanks for playing. ~ DW

Installing Games JavaScript Style

I bought the Humble Mozilla Bundle earlier this week and I wanted to take a moment to show people what it looks like to install a JavaScript game in the browser.

When I login to my Humble Bundle account, I get this at the top of the page.

Now, I click play and it installs.

Then I play freaking FTL: Advanced Edition in the freaking web browser!

Room For Improvement

Games are big pieces of software. Making them playable inside the browser isn't a short order. Loading all the resources, like graphics, audio, and all that fun, is big.

When I tried to play FTL in the browser, it took a few hours to load the first time. I mean, it's downloading the whole thing. The second time around, it up within a few minutes, and I this time I noticed that "This page is requesting more than 50MB of space message" as I didn't leave it overnight to load.

Clearly there is room for improvement, but this is still a huge step forward for the way we can distrubute games and other software.

The Point

This is a real use case of companies taking their non-JavaScript software and making it accessible via the browser.

Take any LOB application that you want to port forward, and consider that you could make it accessible through a web portal, or inside of SharePoint, or whatever.

Now, you just worry the the game works in the browser and not the specific platforms.

Thanks for Playing. ~ DW

Humble Bundle Games Go JavaScript

Last week, I noticed a playable game on the Firefox start page. The link at the base of the page lead me to this:

You can buy games on Steam and play them in the browser or on your desktop through Steam.

That. Is. Amazing.

I've bought the bundle already as I was already eyeing Democracy 3. But being that we can compile game code into optimized JavaScript that runs in the browser is a game changer.

My Point

This is complex code, requiring high performance, running in the browser that wasn't written in JavaScript. In my mind, it proves that JavaScript is the official connective tissue for all languages to all platforms.

Have an app in C++? Compile it to JavaScript and try it in the browser before you buy it. Have a C# app? Compile it to JavaScript and make a web-based version. Prefer Java over JavaScript? Compile it to JavaScript and you're back in the browser.

My worlds are colliding, and it is freaking awesome.

Thanks for playing. ~ DW

ThatOneVideoGamer Brought To You By: Me

Yep, that's me. It's all me. It's awesome!!!!

Let me explain.

The Completionist

During my bit of professional soul searching, I rediscovered my true passion for video games. In that time, I found ThatOneVideoGamer on YouTube and really started to look at YouTube and web-based video as a serious entertainment medium.

That lead me to the rest of their shows (links below) which are all professionally done, funny, and genuine. They've set a high standard for web-based videos, and I look forward to them continuing!

Long story short, I wanted to put my money where my mouth is and support this group that make shows that lead me to cancel my cable subscription.

The Point

No real point other than the team at ThatOneVideoGamer is great and if you like video games and video game humour, you should check out their shows.

If you really like them, then support them, like me.

Thanks for Playing. ~ DW

What is Bower?

I mentioned Bower last time when talking about npm.

If you haven't heard of it, neither of many people.

So, I'm going to fix that now.

Bower is an open-source client-side HTML package manager from the people that brought you Twitter Bootstrap and..well, Twitter I suppose. If you're a Ruby or Rails person, it's like Gems. If you're a .NET person, it's like Nuget. If you're a NodeJS person, it's like the npm.

In other words, it's nothing new.

But here's what makes it awesome: HTML and client-side JavaScript are BFFs within the world of HTML5. So, if you're using HTML or JavaScript in your client, Bower is going to make remembering and setting up development environments easy.

Here's what you do....

First you install it using npm. Oh, we're using the command line for this.

npm install -g Bower --save-dev

We covered this last time, except this time the -g flag is installing it globally, so I'll have access to it from in folder.

Next navigate to the root folder for your HTML/JavaScript project and do:

bower init

Answer all the questions, and now you'll have a bower.json that looks something like this.

Now it's all configured. Next time you pull your code from source control into a new location, you can just bower install and your dependencies will be installed into the bower_components file.

Don't want the devDependencies? Then use bower install --production and you're good to go.

You can even define a different installation directory with a .bowerrc file in your project. There are other options too you can configure too, but that one is the only one I use for my projects.


Package managers like Bower are nothing new, but for some reason, Bower remains moderately hidden to many that I talk to.

Oh, and because it's using NodeJS, it's platform agnostic, just like JavaScript and how I like my coding tools.

Thanks for playing. ~ DW