Live data from Hacker News

QuakeJS – A Quake Port to JavaScript with Emscripten

quakejs.com

21–30 of 165 posts

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#21
EDIT: This appears to have died, now that the content servers for quakejs have died. My servers are no longer starting anymore :(. For those reading on later, there was peak of 10 on both servers just before it went down

  ioq3 1.36_GIT_4f7d7bf-2014-02-01 emscripten- Feb 23 2014
  ----- FS_Startup -----
  Error: Failed to download and parse manifest, Couldn't load 
  http://content.quakejs.com/assets/manifest.json. Status: 500
---

Giving that at the time of viewing, the multiplayer servers are down, have some of mine:

http://www.quakejs.com/play?connect%20185.230.223.84:27967

http://www.quakejs.com/play?connect%20185.230.223.84:27966

You will want to:

Go into settings via esc and set your name, and maybe also turn the game down, it's quite loud by default. Maybe also mouse sensitivity too.

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#22

Disappointed to find out this is not Quake 1

Why? Quake III was the best Quake.

It depends on when you discovered the game and what you played most. Quake I was the first "true" 3D game (with levels that could stack rooms vertically), and many people remember it very fondly. Personally, I really enjoyed Quake II. I did play Quake III when it came out, but the lack of a single player mode meant the game had no backstory at all.

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#23
post #9

The fact that this can now be run in a browser on a laptop rather than a high end gaming rig is indeed amazing.

It was already possible in 2011, but alas politics. https://www.youtube.com/watch?v=UQiUP2Hd60Y https://adobe-flash.github.io/crossbridge/

... the issues with Adobe Flash are quite a bit more varied than “politics.” At best, it was always a drag on mobile platforms, reducing battery life and hogging resources, and at worst it’s pretty much best known now for its security issues that ultimately helped further its demise. If you want to go a step further, in 2011 you could also have probably delivered your game as an NPAPI extension and got pure native code instead. You could deliver these via extensions, even in Chrome.[1]

Native Client also came to fruition in 2011, and Firefox chose not to support it. I doubt many would chalk that up to just politics, either, but I think it’s fair to compare.

[1]: https://developer.chrome.com/apps/npapi

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#24
post #9

Earlier quoted context omitted.

It was already possible in 2011, but alas politics. https://www.youtube.com/watch?v=UQiUP2Hd60Y https://adobe-flash.github.io/crossbridge/

Flash had more issues than "politics."

Yeah lets see how many security issues we get to see in WebAssembly sandboxes once researchers set their sights on them, given that they already found a couple on JS engines.

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#25
post #9

The fact that this can now be run in a browser on a laptop rather than a high end gaming rig is indeed amazing.

It was already possible in 2011, but alas politics. https://www.youtube.com/watch?v=UQiUP2Hd60Y https://adobe-flash.github.io/crossbridge/

It's intellectually dishonest to imply de-adoption of flash was just "politics". Flash had all sorts of problems, we should be happy we managed to get rid of it. Back in the day I was too cynical to think one day we can do so.

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#28
post #9

Earlier quoted context omitted.

It was already possible in 2011, but alas politics. https://www.youtube.com/watch?v=UQiUP2Hd60Y https://adobe-flash.github.io/crossbridge/

It's intellectually dishonest to imply de-adoption of flash was just "politics". Flash had all sorts of problems, we should be happy we managed to get rid of it. Back in the day I was too cynical to think one day we can do so.

Not at all, it remains to be proven that WebAssembly is any better.

I eagerly wait for the first batch of CVEs.

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#29
post #23
post #9

Earlier quoted context omitted.

It was already possible in 2011, but alas politics. https://www.youtube.com/watch?v=UQiUP2Hd60Y https://adobe-flash.github.io/crossbridge/

... the issues with Adobe Flash are quite a bit more varied than “politics.” At best, it was always a drag on mobile platforms, reducing battery life and hogging resources, and at worst it’s pretty much best known now for its security issues that ultimately helped further its demise. If you want to go a step further, in 2011 you could also have probably delivered your game as an NPAPI extension and got pure native co…

Apple speech I guess.

It was perfectly fine on any Symbian and Android device I got to play with, and much better than J2ME ever was.

Re: QuakeJS – A Quake Port to JavaScript with Emscripten

#30

EDIT: This appears to have died, now that the content servers for quakejs have died. My servers are no longer starting anymore :(. For those reading on later, there was peak of 10 on both servers just before it went down ioq3 1.36_GIT_4f7d7bf-2014-02-01 emscripten- Feb 23 2014 ----- FS_Startup ----- Error: Failed to download and parse manifest, Couldn't load http://content.quakejs.com/assets/manifest.json. Status: 50…

Trying to connect now and all I get is the "AWAITING CHALLENGE... (n)" counter.

Am I doing something wrong?

Post reply on HN