Show HN: I've re-implemented the Doom fire effect in plain JavaScript
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Re: Show HN: I've re-implemented the Doom fire effect in plain JavaScript
#2Re: Show HN: I've re-implemented the Doom fire effect in plain JavaScript
#3Re: Show HN: I've re-implemented the Doom fire effect in plain JavaScript
#4Re: Show HN: I've re-implemented the Doom fire effect in plain JavaScript
#5Most of them were in Pascal, but the fire one was in asm (http://archive.gamedev.net/archive/reference/articles/articl...) - it was the first time that assembler really clicked for me!
Re: Show HN: I've re-implemented the Doom fire effect in plain JavaScript
#6It's a bit slow. I suggest 1) Use existing table instead of creating a new table at each frame/interval. 2) Or use Canvas because DOM is so slow 3) requestAnimationFrame instead of setInterval
Re: Show HN: I've re-implemented the Doom fire effect in plain JavaScript
#7I first learned to do this effect in 1999 thanks to the incredible Denthor/Asphexia tutorials. I looked forward to new releases of these that my friend would (somehow) get and give to me on a floppy disk. Most of them were in Pascal, but the fire one was in asm ( http://archive.gamedev.net/archive/reference/articles/articl... ) - it was the first time that assembler really clicked for me!
Re: Show HN: I've re-implemented the Doom fire effect in plain JavaScript
#8It's a bit slow. I suggest 1) Use existing table instead of creating a new table at each frame/interval. 2) Or use Canvas because DOM is so slow 3) requestAnimationFrame instead of setInterval
Re: Show HN: I've re-implemented the Doom fire effect in plain JavaScript
#9Re: Show HN: I've re-implemented the Doom fire effect in plain JavaScript
#10But can you implement JavaScript in Doom?