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Show HN: Porting Terraria and Celeste to WebAssembly
31–40 of 55 posts
Re: Show HN: Porting Terraria and Celeste to WebAssembly
#32> 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
#33> 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
#34I'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
#35Re: Show HN: Porting Terraria and Celeste to WebAssembly
#36Re: Show HN: Porting Terraria and Celeste to WebAssembly
#37Earlier quoted context omitted.
My bad! Switched over to the github pages fallback. Cloudflare pages isn't suitable because the wasm files (100mb+) exceed the 25mb limit. (i could bypass this with service worker jank but that tends to be fragile). Github Pages also isn't suitable because it doesn't have a native way of sending the coi/coep headers that are required for SharedArrayBuffer to be available. Can also bypass that with service worker jank…
Cloudflare R3 might suit the scenario better for you in terms of the heavy assets, it's like AWS S3 except for the cool part where you aren't charged for data egress (last I checked! haha) I'm about to buy Terraria after all these years, just so I can get the assets and check this out. You're cool :)
Its better than Minecraft, in my opinion.
Re: Show HN: Porting Terraria and Celeste to WebAssembly
#38So You Want To Compile Your C# Game Engine To The Web With WASM
https://kylekukshtel.com/csharp-wasm-game-engine-compile-web...
Re: Show HN: Porting Terraria and Celeste to WebAssembly
#39[flagged]
For everyone else, take a look at the comment history for what AI generated comments look like in May 2025.
Re: Show HN: Porting Terraria and Celeste to WebAssembly
#40Earlier quoted context omitted.
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.
:strawberry:x14
3:17:46
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