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<blockquote data-quote="Wye" data-source="post: 3697093" data-attributes="member: 50885"><p>My thoughts too, check out <a href="http://glittercomm.com/philosophy.php" target="_blank">our philosophy</a>, a philosophy that was carried over since the 1st incarnation (non-public) of the app years ago.</p><p></p><p></p><p>I can speak volumes on this, but won't on this thread. I'll only say that the beta is free but will disappear as soon as I finish the release version.</p><p></p><p></p><p>With this I agree.</p><p></p><p></p><p>Java is not slow, but native code is oodles faster. I can talk directly with the video card using native code and produce better results. Try a large map and move and zoom about in GlitterComm to see what I'm talking about.</p><p>On the other hand being multiplatform is a plus that GlitterComm doesn't have. I don't have a Mac, and every single person I know that does, have either another PC with Windows, or Windows on their Macs. I've never seen it as a big plus, but your experience may vary.</p><p></p><p></p><p>I did it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p>GlitterComm had updates more than once a week for a while, then I slowed it down to once a week as to not confuse people with so many versions. Then again, not many people were aware of its existence and input was mainly from my group and a couple of other groups.</p><p></p><p></p><p>I thought fog of war was pretty standard, I didn't even bothered adding that to the feature list on my website. I know Battlegrounds has it, as well as Fantasy Grounds. Heck, Gametable has it.</p><p></p><p></p><p>When I 1st started coding GlitterComm one of my players was on dial-up. This is taken into consideration in the design. GlitterComm is polite with your bandwidth and uses an intelligent transfer system so you can start using the map right away without waiting for the whole thing to be transfered (no matter how large a map).</p></blockquote><p></p>
[QUOTE="Wye, post: 3697093, member: 50885"] My thoughts too, check out [url=http://glittercomm.com/philosophy.php]our philosophy[/url], a philosophy that was carried over since the 1st incarnation (non-public) of the app years ago. I can speak volumes on this, but won't on this thread. I'll only say that the beta is free but will disappear as soon as I finish the release version. With this I agree. Java is not slow, but native code is oodles faster. I can talk directly with the video card using native code and produce better results. Try a large map and move and zoom about in GlitterComm to see what I'm talking about. On the other hand being multiplatform is a plus that GlitterComm doesn't have. I don't have a Mac, and every single person I know that does, have either another PC with Windows, or Windows on their Macs. I've never seen it as a big plus, but your experience may vary. I did it ;) GlitterComm had updates more than once a week for a while, then I slowed it down to once a week as to not confuse people with so many versions. Then again, not many people were aware of its existence and input was mainly from my group and a couple of other groups. I thought fog of war was pretty standard, I didn't even bothered adding that to the feature list on my website. I know Battlegrounds has it, as well as Fantasy Grounds. Heck, Gametable has it. When I 1st started coding GlitterComm one of my players was on dial-up. This is taken into consideration in the design. GlitterComm is polite with your bandwidth and uses an intelligent transfer system so you can start using the map right away without waiting for the whole thing to be transfered (no matter how large a map). [/QUOTE]
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