Friday, February 21, 2014

Xbox One controller in Chrome on OSX

I've been working lately on better Gamepad API support in Chrome (call it my "20% project"). It's been a fun change of pace from WebGL, primarily because it's much more straightforward code. In the process of learning the ropes, I decided to try something a little crazy: I noticed that our code path for supporting the 360 controller on OSX didn't rely on any drivers, but instead used IOKit to parse the data packets manually. (Check out that code here.) So I figured, hey! Why not try the same thing with the Xbox One controller, ignoring the fact that it's currently supported on exactly zero non-console platforms.

Somewhat unexpectedly, it really wasn't too hard!

 

Monday, February 17, 2014

How Blink has affected WebGL, Part 2

In a previous post I detailed some of the ways that the migration to Blink has affected the WebGL pipeline. The short version is that we were able to remove some layers of abstraction without changing the code which was executed, which cleaned up our dependency diagram a bit. At the time we ended up with a data flow that looked roughly like this:


That was 8 months ago, and I've been busy in the mean time! So let's take a quick peek at the current state of affairs.