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Show HN: Porting Terraria and Celeste to WebAssembly

velzie.rip

21–30 of 55 posts

Re: Show HN: Porting Terraria and Celeste to WebAssembly

#21
> One of my favorite genres of weird project is "thing running in the browser that should absolutely not be running in the browser". Some of my favorites are the [...] the direct recompilation of Minecraft 1.12

Heh, you'd think Minecraft would be exactly the sort of thing that absolutely should be running in the browser, considering it was originally a Java applet.

I understand the point, I just find it amusing.

Re: Show HN: Porting Terraria and Celeste to WebAssembly

#22
post #17

Your (?) website is so resource-demanding it's insane. I'm struggling to run it at any decent framerate on an i5-7500T. Makes the entire browser just crumble

You can disable javascript on the site and it works perfectly. I'm guessing it's this thing that destroys performance https://velzie.rip/static/background.js

Re: Show HN: Porting Terraria and Celeste to WebAssembly

#23

> One of my favorite genres of weird project is "thing running in the browser that should absolutely not be running in the browser". Some of my favorites are the [...] the direct recompilation of Minecraft 1.12 Heh, you'd think Minecraft would be exactly the sort of thing that absolutely should be running in the browser, considering it was originally a Java applet. I understand the point, I just find it amusing.

Even more interesting is this idea of running WebAssembly on the server, in containers, with orchestration services among them, and communicating across sandboxed environments.

Somehow it reminds me of something, but memory is getting fuzzier nowadays. /s

Re: Show HN: Porting Terraria and Celeste to WebAssembly

#28
post #19

Celeste Classic in WASM https://midzer.de/wasm/celeste/

For some reason that runs at like double speed for me, very challenging.

Sounds like the game uses a fixed 60hz frame step but maybe you're on a 120hz display? Chrome and FF run requestAnimationFrame at 120hz in this case (while Safari sticks to 60hz)

Re: Show HN: Porting Terraria and Celeste to WebAssembly

#29
I've recently started trying to do a bit of basic game development targeting the web through WASM+OpenGL+SDL, and I must say, I'm shocked with how easy it is. I spent more time fiddling with CMake files than I did trying to the code to run on the web. There are still some limitations and rough spots on the web platform, but I've honestly had a much harder time compiling things for Windows or MacOS than for WASM.

Re: Show HN: Porting Terraria and Celeste to WebAssembly

#30

Earlier quoted context omitted.

For some reason that runs at like double speed for me, very challenging.

Sounds like the game uses a fixed 60hz frame step but maybe you're on a 120hz display? Chrome and FF run requestAnimationFrame at 120hz in this case (while Safari sticks to 60hz)

Possibly, I'm indeed on a 120Hz display. I still got up to 1600m, it's a good challenge.

edit: 2000m now that I revisited. Crazy hard.

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